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New_boss.char

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Nov 27th, 2014
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  1. [BaseStats]
  2. Hp=100
  3. Tp=20
  4. Str=5
  5. Def=5
  6. Int=5
  7. Spd=5
  8. IgnitionGauge=0
  9. Name=
  10.  
  11.  
  12. [Battle]
  13. Hp=100
  14. Tp=20
  15. Str=10
  16. Def=10
  17. Int=10
  18. Spd=10
  19. IgnitionGauge=0
  20. Status=alive
  21.  
  22.  
  23. [Rage]
  24. RageBar=0
  25. RageCountDown=0
  26.  
  27.  
  28. [Descriptions]
  29. Char=set a character desc here that appears when the monster is summoned.
  30. Rage=screams in rage
  31. BossQuote=enter a quote that the boss says when he enters the battle.
  32.  
  33.  
  34. [Stuff]
  35. RedOrbs=0
  36. BlackOrbs=1
  37. ShopLevel=1.0
  38. Drops=Potion
  39.  
  40. [Info]
  41. Flag=monster
  42. Gender=his
  43. Gender2=him
  44. password=battlearena
  45. passhurt=0
  46. LastSeen=N/a
  47. LastIP=N/a
  48. Created=N/a
  49. ;=======================================
  50. ; These are optional flags you can set:
  51. ;========================================
  52. ; STAGGER: do you want the monster to be able to be staggered after being hurt for a certain # of damage?
  53. ; CanStagger=yes/no
  54. ; StaggerAmount=$rand(#,#)
  55. ;
  56. ; IGNORE RAGEMODE
  57. ; RageMode=ignore
  58. ;
  59. ; IGNORE QUICKSILVER
  60. ; IgnoreQuicksilver=true/false
  61. ;
  62. ; AI TYPE: berserkers will attack their own allies, defenders won't get a turn. healers only heal,
  63. ; counteronly will counter melee/take 0 damage from everything else, and techonly only uses techs. Leave blank for normal.
  64. ; ai_type=
  65. ;
  66. ; STREAK MIN/MAX: Streak= for the minimum streak it takes for the monster to show up. StreakMax= for max.
  67. ; Streak=
  68. ; StreakMax=
  69. ;
  70. ; FLEEING: Do you want monsters to be able to flee the battle?
  71. ; CanFlee=true/false
  72. ;
  73. ; SPAWNING ANOTHER MONSTER UPON DEATH: If set, when this monster is killed, it'll summon another one that's set.
  74. ; SpawnAfterDeath=nameofmonster
  75. ;
  76. ; BOSS LEVELS are used for bosses that are summoned via portal items. You can make them harder or easier by setting a level.
  77. ; BossLevel=
  78. ;
  79. ; IGNORE DRAIN is true or false. If set to true, stuff like drainsamba won't work.
  80. ; IgnoreDrain=true/false
  81. ;
  82. ; BIOME is for if you want the boss to only appear under certain battlefields. You can list multiple with periods inbetween.
  83. ; Biome=
  84. ;
  85. ; MOONPHASE is for if you want the monster to only appear during a certain moon phase. You can only list one.
  86. ; Valid list is: Full Moon or Crescent Moon or Gibbous Moon or New Moon or Quarter Moon or Blood Moon (with the spaces)
  87. ; Moonphase=
  88. ;
  89. ; TIMEOFDAY is for if you want the monster to only appear during certain times of days (game time, not real life)
  90. ; Valid list is: Morning, Noon, Evening and Night.
  91. ; TimeOfDay=
  92. ;
  93. ; Can the monster taunt? Assumed to be true if blank.
  94. ; CANTAUNT=true/false
  95. ;
  96. ; TAUNTFILE is an optional taunt file if you want your boss to have unique taunts. If blank it will use the default taunts.txt
  97. ; TAUNTFILE=
  98. ;
  99. ; GUARDIAN is a monster that covers the boss. While the monster is alive the boss will take no damage from items/techs/attacks
  100. ; Guardian=
  101. ;
  102. ; JUSTRELEASEDEFENSE is to block "Just Release" the # is a percent of the damage blocked. 0 = no block, 100 = 100% blocked
  103. ; JustReleaseDefense=
  104. ;
  105. ; HURTBYTAUNT is a special flag. If set to true, taunts done against this boss will deal damage.
  106. ; HurtByTaunt=true/false
  107. ;
  108. ; HEALBYTAUNT is a special flag. If set to true, taunts done against this boss will heal damage.
  109. ; HealByTaunt=true/false
  110. ;
  111. ; Does the monster appear in President battles? True=yes/False=no
  112. ; IgnorePresident=
  113. ;
  114. ; IMMUNETOMAGIC= is to determine if a boss is completely immune to magic or not. True/false.
  115. ; ImmuneToMagic=true/false
  116. ;
  117. ; DEATHCONDITIONS= if you want the boss to only only if a certain action is performed, you can set it here. Not set by default.
  118. ; Valid conditions are: melee, magic, tech, item, renkei, status, magiceffect
  119. ; You can list multiple by putting a period inbetween such as: melee.magic.status
  120. ; If the boss is killed by something that isn't the death condition, it'll be revived until killed with the condition.
  121. ; DeathConditions=
  122.  
  123. [monster]
  124. ; Type is the type of monster it is.
  125. type=
  126.  
  127. ; TechLearn is a special flag where if it's hit by a tech, it will become immune to that tech for the rest of the battle.
  128. ; Change it to "true" to turn it on.
  129. TechLearn=false
  130.  
  131. ; Size is the size of the monster. Small/Medium/Large
  132. size=
  133.  
  134. [Status]
  135. Poison=no
  136. HeavyPoison=no
  137. Regenerating=no
  138. Blind=no
  139. Frozen=no
  140. Shock=no
  141. Burning=no
  142. Drowning=no
  143. Earth-quake=no
  144. Heavy-Poison=no
  145. silence=no
  146. intimidated=no
  147. weight=no
  148. poison-heavy=no
  149. virus=no
  150. virus.timer=1
  151. charmed=no
  152. charmer=noonethatIknowlol
  153. charm.timer=1
  154. amnesia=no
  155. paralysis=no
  156. amnesia.timer=1
  157. paralysis.timer=1
  158. tornado=no
  159. drunk=no
  160. drunk.timer=1
  161. zombie=no
  162. slow=no
  163. sleep=no
  164. stun=no
  165. MPRegenerating=no
  166.  
  167. [Weapons]
  168. Equipped=monsterweaponname
  169. monsterweaponname=1
  170.  
  171.  
  172. [Skills]
  173.  
  174.  
  175. [Techniques]
  176. TechName=1
  177.  
  178.  
  179. [Item_Amount]
  180.  
  181.  
  182.  
  183.  
  184. [modifiers]
  185. ; This section controls how much resistance/weakness this monster has the elements and weapon types.
  186. ; 100 = it does 100% normal damage. Over 100 = weakness, under 100 = resistance. 0 = immune.
  187. Heal=none
  188. Earth=100
  189. Fire=100
  190. Wind=100
  191. Water=100
  192. Ice=100
  193. Lightning=100
  194. Light=100
  195. Dark=100
  196. HandToHand=100
  197. Whip=100
  198. Sword=100
  199. Gun=100
  200. Rifle=100
  201. Katana=100
  202. Wand=100
  203. Spear=100
  204. Scythe=100
  205. Glyph=100
  206. GreatSword=100
  207. Bow=100[BaseStats]
  208. Hp=100
  209. Tp=20
  210. Str=5
  211. Def=5
  212. Int=5
  213. Spd=5
  214. IgnitionGauge=0
  215. Name=
  216.  
  217.  
  218. [Battle]
  219. Hp=100
  220. Tp=20
  221. Str=10
  222. Def=10
  223. Int=10
  224. Spd=10
  225. IgnitionGauge=0
  226. Status=alive
  227.  
  228.  
  229. [Rage]
  230. RageBar=0
  231. RageCountDown=0
  232.  
  233.  
  234. [Descriptions]
  235. Char=set a character desc here that appears when the monster is summoned.
  236. Rage=screams in rage
  237. BossQuote=enter a quote that the boss says when he enters the battle.
  238.  
  239.  
  240. [Stuff]
  241. RedOrbs=0
  242. BlackOrbs=1
  243. ShopLevel=1.0
  244. Drops=Potion
  245.  
  246. [Info]
  247. Flag=monster
  248. Gender=his
  249. Gender2=him
  250. password=battlearena
  251. passhurt=0
  252. LastSeen=N/a
  253. LastIP=N/a
  254. Created=N/a
  255. ;=======================================
  256. ; These are optional flags you can set:
  257. ;========================================
  258. ; STAGGER: do you want the monster to be able to be staggered after being hurt for a certain # of damage?
  259. ; CanStagger=yes/no
  260. ; StaggerAmount=$rand(#,#)
  261. ;
  262. ; IGNORE RAGEMODE
  263. ; RageMode=ignore
  264. ;
  265. ; IGNORE QUICKSILVER
  266. ; IgnoreQuicksilver=true/false
  267. ;
  268. ; AI TYPE: berserkers will attack their own allies, defenders won't get a turn. healers only heal,
  269. ; counteronly will counter melee/take 0 damage from everything else, and techonly only uses techs. Leave blank for normal.
  270. ; ai_type=
  271. ;
  272. ; STREAK MIN/MAX: Streak= for the minimum streak it takes for the monster to show up. StreakMax= for max.
  273. ; Streak=
  274. ; StreakMax=
  275. ;
  276. ; FLEEING: Do you want monsters to be able to flee the battle?
  277. ; CanFlee=true/false
  278. ;
  279. ; SPAWNING ANOTHER MONSTER UPON DEATH: If set, when this monster is killed, it'll summon another one that's set.
  280. ; SpawnAfterDeath=nameofmonster
  281. ;
  282. ; BOSS LEVELS are used for bosses that are summoned via portal items. You can make them harder or easier by setting a level.
  283. ; BossLevel=
  284. ;
  285. ; IGNORE DRAIN is true or false. If set to true, stuff like drainsamba won't work.
  286. ; IgnoreDrain=true/false
  287. ;
  288. ; BIOME is for if you want the boss to only appear under certain battlefields. You can list multiple with periods inbetween.
  289. ; Biome=
  290. ;
  291. ; MOONPHASE is for if you want the monster to only appear during a certain moon phase. You can only list one.
  292. ; Valid list is: Full Moon or Crescent Moon or Gibbous Moon or New Moon or Quarter Moon or Blood Moon (with the spaces)
  293. ; Moonphase=
  294. ;
  295. ; TIMEOFDAY is for if you want the monster to only appear during certain times of days (game time, not real life)
  296. ; Valid list is: Morning, Noon, Evening and Night.
  297. ; TimeOfDay=
  298. ;
  299. ; Can the monster taunt? Assumed to be true if blank.
  300. ; CANTAUNT=true/false
  301. ;
  302. ; TAUNTFILE is an optional taunt file if you want your boss to have unique taunts. If blank it will use the default taunts.txt
  303. ; TAUNTFILE=
  304. ;
  305. ; GUARDIAN is a monster that covers the boss. While the monster is alive the boss will take no damage from items/techs/attacks
  306. ; Guardian=
  307. ;
  308. ; JUSTRELEASEDEFENSE is to block "Just Release" the # is a percent of the damage blocked. 0 = no block, 100 = 100% blocked
  309. ; JustReleaseDefense=
  310. ;
  311. ; HURTBYTAUNT is a special flag. If set to true, taunts done against this boss will deal damage.
  312. ; HurtByTaunt=true/false
  313. ;
  314. ; HEALBYTAUNT is a special flag. If set to true, taunts done against this boss will heal damage.
  315. ; HealByTaunt=true/false
  316. ;
  317. ; Does the monster appear in President battles? True=yes/False=no
  318. ; IgnorePresident=
  319. ;
  320. ; IMMUNETOMAGIC= is to determine if a boss is completely immune to magic or not. True/false.
  321. ; ImmuneToMagic=true/false
  322. ;
  323. ; DEATHCONDITIONS= if you want the boss to only only if a certain action is performed, you can set it here. Not set by default.
  324. ; Valid conditions are: melee, magic, tech, item, renkei, status, magiceffect
  325. ; You can list multiple by putting a period inbetween such as: melee.magic.status
  326. ; If the boss is killed by something that isn't the death condition, it'll be revived until killed with the condition.
  327. ; DeathConditions=
  328.  
  329. [monster]
  330. ; Type is the type of monster it is.
  331. type=
  332.  
  333. ; TechLearn is a special flag where if it's hit by a tech, it will become immune to that tech for the rest of the battle.
  334. ; Change it to "true" to turn it on.
  335. TechLearn=false
  336.  
  337. ; Size is the size of the monster. Small/Medium/Large
  338. size=
  339.  
  340. [Status]
  341. Poison=no
  342. HeavyPoison=no
  343. Regenerating=no
  344. Blind=no
  345. Frozen=no
  346. Shock=no
  347. Burning=no
  348. Drowning=no
  349. Earth-quake=no
  350. Heavy-Poison=no
  351. silence=no
  352. intimidated=no
  353. weight=no
  354. poison-heavy=no
  355. virus=no
  356. virus.timer=1
  357. charmed=no
  358. charmer=noonethatIknowlol
  359. charm.timer=1
  360. amnesia=no
  361. paralysis=no
  362. amnesia.timer=1
  363. paralysis.timer=1
  364. tornado=no
  365. drunk=no
  366. drunk.timer=1
  367. zombie=no
  368. slow=no
  369. sleep=no
  370. stun=no
  371. MPRegenerating=no
  372.  
  373. [Weapons]
  374. Equipped=monsterweaponname
  375. monsterweaponname=1
  376.  
  377.  
  378. [Skills]
  379.  
  380.  
  381. [Techniques]
  382. TechName=1
  383.  
  384.  
  385. [Item_Amount]
  386.  
  387.  
  388.  
  389.  
  390. [modifiers]
  391. ; This section controls how much resistance/weakness this monster has the elements and weapon types.
  392. ; 100 = it does 100% normal damage. Over 100 = weakness, under 100 = resistance. 0 = immune.
  393. Heal=none
  394. Earth=100
  395. Fire=100
  396. Wind=100
  397. Water=100
  398. Ice=100
  399. Lightning=100
  400. Light=100
  401. Dark=100
  402. HandToHand=100
  403. Whip=100
  404. Sword=100
  405. Gun=100
  406. Rifle=100
  407. Katana=100
  408. Wand=100
  409. Spear=100
  410. Scythe=100
  411. Glyph=100
  412. GreatSword=100
  413. Bow=100
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