Base/Damage Origin Transformed Delay implementation.delay Shape implementation.action.region.shape.shapes[0] Damage implementation.action.damage Knock-Back implementation.action.impulse_dealt Impulse Origin Translation implementation.action.impulse_translation Base/Damage Region Transformed Delay implementation.delay Shape implementation.action.region.shape.shapes[0] Damage implementation.action.damage Base/Default Delay implementation.delay Action implementation.action Base/Fire Prefired Delay implementation.delay Effect implementation.action.effect false Basic Lifespan 1000 Model particle/fx_gethit_monster.dat Base/Heal Source Delay implementation.delay Current implementation.action.current Maximum implementation.action.maximum Base/Spawn Actor Delay implementation.delay Actor implementation.action.actor Base/Spawn Actor (random 4-directional facing) Actor implementation.action.actions[0].action.actor, implementation.action.actions[1].action.actor, implementation.action.actions[2].action.actor, implementation.action.actions[3].action.actor Base/Spawn Prespawned Delay implementation.delay Actor implementation.action.actor Rotation implementation.action.rotation Rotation Variance implementation.action.rotation_variance false Base/Spawn Relative Rotated Actor Delay implementation.delay Actor implementation.action.actor Rotation implementation.action.rotation Rotation Variance implementation.action.rotation_variance true Base/Spawn Rotated Actor Delay implementation.delay Actor implementation.action.actor Base/Spawn Transformed Actor Delay implementation.delay Actor implementation.action.actor Translation implementation.action.translation Base/Spawn Transformed-Rotated Actor Delay implementation.delay Actor implementation.action.actor Translation implementation.action.translation Rotation implementation.action.rotation Rotation Variance implementation.action.rotation_variance Relative implementation.action.relative Base/Table Spawn Delay implementation.delay Spawn Table implementation.action.spawn_table Base/Table Spawn (random 4-directional facing) Spawn Table implementation.action.actions[0].action.spawn_table, implementation.action.actions[1].action.spawn_table, implementation.action.actions[2].action.spawn_table, implementation.action.actions[3].action.spawn_table Base/Warp Delay implementation.delay Translation implementation.action.translation Base/Warp Behind Target Delay implementation.delay Translation implementation.action.translation Block/Explosive Block - Explosion 1.0 Monster/Damage/Attack Base +05 3 true ELEMENTAL Monster/Split/Split - Half 133 Character/Dev/Bad Dude 330 115.0 7 7 Stun Chance 0.0 Power 0 Status Chance CUSTOM Status Power CUSTOM Character/Dev/Jelly Damage Delay implementation.fire["Delay"] Damage implementation.fire["Damage"] Base/Damage Origin Transformed Damage 4 Delay 0 Impulse Origin Translation 0.0, 0.0 Knock-Back Shape 0.5 1.0, 0.0 Character/NPC/Monster/Boss/Swarm/Pulse Direction Translation implementation.action.actions[1].action.impulse_dealt.translation Direction implementation.action.actions[0].effect["Model"]["Transient"]["Direction"] Out Direction Out Translation 5.0, 0.0 In Direction In Translation -3.0, 0.0 Out Basic Lifespan 1500 Model model/scripted/transient_sound.dat Loop Duration 0.0 Move with Origin false Sounder Meta Clip/Single Clip, pitch variation (slight) File sound/effect/world/block_ghost.ogg Gain 0.5 Pitch adjust Lower 3 Range Long Transform 0.0, 0.0, 2.0 Transient character/npc/monster/swarm/parts/meta_wave.dat Direction Out 5.0, 0.0 1000 3 8 Character/NPC/Monster/Boss/Vanaduke/4 Bullet Spread (2) Delay implementation.delay Character/NPC/Monster/Boss/Vanaduke/Part/Bullet Color yellow Character/NPC/Monster/Boss/Vanaduke/Part/Bullet Color yellow Character/NPC/Monster/Boss/Vanaduke/Part/Bullet Color yellow Character/NPC/Monster/Boss/Vanaduke/Part/Bullet Color yellow Character/NPC/Monster/Boss/Vanaduke/4 Bullet Spread (Diagonal) Delay implementation.delay Character/NPC/Monster/Boss/Vanaduke/Part/Bullet Color yellow Character/NPC/Monster/Boss/Vanaduke/Part/Bullet Color yellow Character/NPC/Monster/Boss/Vanaduke/Part/Bullet Color yellow Character/NPC/Monster/Boss/Vanaduke/Part/Bullet Color yellow Character/NPC/Monster/Boss/Vanaduke/4 Bullet Spread (red) Delay implementation.delay Character/NPC/Monster/Boss/Vanaduke/Part/Bullet Color red Character/NPC/Monster/Boss/Vanaduke/Part/Bullet Color red Character/NPC/Monster/Boss/Vanaduke/Part/Bullet Color red Character/NPC/Monster/Boss/Vanaduke/Part/Bullet Color red Character/NPC/Monster/Boss/Vanaduke/Flame Wreckage Delay implementation.delay Count implementation.action.count Fire Tiles implementation.action.actor["Fire Tiles"] Character/NPC/Monster/Boss/Vanaduke/Part/Falling Debri Marker Fire Tiles 1 Character/NPC/Monster/Boss/Vanaduke/Oriented Bullet Delay implementation.delay Rotation implementation.action.rotation Character/NPC/Monster/Boss/Vanaduke/Part/Bullet Color yellow Character/NPC/Monster/Boss/Vanaduke/Shoulder Check Delay implementation.delay Damage implementation.action.damage 1.0 5 10.0, 0.0 800 3 -10.0, 0.0 Character/NPC/Monster/Boss/Vanaduke/Smash Delay implementation.delay Damage implementation.action.damage 160 160.0 5 Stun Chance 0.0 Power 0 Status Chance CUSTOM Status Power CUSTOM 5.0, 0.0 500 7 Character/NPC/Monster/Boss/Vanaduke/Spawn Actor at Marker Delay implementation.delay Actor implementation.action.actor Translation implementation.action.translation Character/NPC/Monster/Boss/Vanaduke/Spawn Flames Orbit Radius implementation.action.actions[0].actor["Orbit Radius"], implementation.action.actions[1].actor["Orbit Radius"], implementation.action.actions[2].actor["Orbit Radius"], implementation.action.actions[3].actor["Orbit Radius"] Speed implementation.action.actions[0].actor["Speed"], implementation.action.actions[1].actor["Speed"], implementation.action.actions[2].actor["Speed"], implementation.action.actions[3].actor["Speed"] Character/NPC/Monster/Boss/Vanaduke/Part/Flame (douse) Orbit Radius 2.5 Speed 0.2 Starting Rotation 0.0 Character/NPC/Monster/Boss/Vanaduke/Part/Flame (douse) Orbit Radius 2.5 Speed 0.2 Starting Rotation 1.5707964 Character/NPC/Monster/Boss/Vanaduke/Part/Flame (douse) Orbit Radius 2.5 Speed 0.2 Starting Rotation 3.1415927 Character/NPC/Monster/Boss/Vanaduke/Part/Flame (douse) Orbit Radius 2.5 Speed 0.2 Starting Rotation 4.712389 Character/NPC/Monster/Construct/Lumber Attack Shape implementation.action.region.shape.shapes[1].shape Damage implementation.action.damage Knock-Back implementation.action.impulse_dealt 160 80.0 4 Stun Chance 0.0 Power 0 4.0, 0.0 400 5 Character/NPC/Monster/Construct/Lumber/Clearing Swipe, Lumber 160 10.0 131 6.0, 0.0 600 5 Character/NPC/Monster/Construct/Lumber/Slam, Ironwood Sentinel Attack Shape implementation.action.region.shape.shapes[1].shape Damage implementation.action.damage Knock-Back implementation.action.impulse_dealt 160 80.0 4 Stun Chance 0.0 Power 0 Status Chance CUSTOM Status Power CUSTOM 131 4.0, 0.0 400 5 Character/NPC/Monster/Construct/Lumber/Slam, Lumber Attack Shape implementation.action.actions[0].region.shape.shapes[1], implementation.action.actions[1].region.shape.shapes[0] Status Damage implementation.action.actions[0].damage.damages[1] Knock-Back implementation.action.actions[1].impulse_dealt 160 Monster/Damage/Attack Base +10 4 true 131 4.0, 0.0 400 5 Character/NPC/Monster/Construct/Scuttlebot/Scuttlebot Blast (base) Delay implementation.delay Bullet implementation.action.actions[0].actor, implementation.action.actions[1].actor, implementation.action.actions[2].actor 120 Bullet/Monster/Scuttlebot Bullet Element None Status None Bullet/Monster/Scuttlebot Bullet Element None Status None Bullet/Monster/Scuttlebot Bullet Element None Status None 4 Character/NPC/Monster/Construct/Scuttlebot/Scuttlebot Bullet Damage (base) Hit Model implementation.action.actions[1].effect["Model"]["Transient"] Hit Sound implementation.action.actions[1].effect["Model"]["Sounder"]["File"] Status implementation.action.actions[0].damage.damages[1].status_condition 1 Monster/Damage/Attack Base -05 4 4 Basic Lifespan 1000 Model model/scripted/transient_sound.dat Loop Duration 0.0 Sounder Meta Clip/Single Clip, pitch variation (slight) File sound/effect/weapon/gran_faust_chit.ogg Gain 0.4 Pitch adjust Default Range Medium Transform 0.0, 0.0, 0.6 Transient particle/bullet/hit_pellet.dat Element Simple Flare Negative Scale Medium color yellow Character/NPC/Monster/Construct/Tortodrone Damage Delay implementation.fire["Delay"] Knock-Back implementation.fire["Knock-Back"] Base/Damage Origin Transformed Damage Monster/Damage/Attack Base +05 7 true Delay 0 Impulse Origin Translation -10.0, 0.0 Knock-Back 6.0, 0.0 300 8 Shape 1.25 2.2 2.2, 0.0 Character/NPC/Monster/Construct/Tortodrone Fist Pound Monster/Damage/Attack Base 7 true 7 Stun Chance 0.75 Power 50 Status Chance VERY_HIGH Status Power MODERATE 1.5, 0.0 100 3 Monster/Damage/Attack Base 7 true 7 Stun 2 Chance 0.75 Power 50 Status Chance VERY_HIGH Status Power MODERATE 1.5, 0.0 100 4 Monster/Damage/Attack Base 7 true 7 Stun 3 Chance 0.75 Power 50 Status Chance VERY_HIGH Status Power MODERATE 1.5, 0.0 100 5 Character/NPC/Monster/Construct/Tortodrone Missile Delay implementation.delay Translation implementation.action.translation Target implementation.action.location Bomb/Monster/Tortodrone Missile Character/NPC/Monster/Construct/Tortodrone Punch Damage 10 100 Monster/Damage/Attack Base +05 7 true 6.0, 0.0 300 8 -10.0, 0.0 Character/NPC/Monster/Fake Damage Delay implementation.fire["Delay"] Base/Damage Region Transformed Damage 0 false Delay 0 Shape -1000.0, 0.0 Character/NPC/Monster/Fiend/Darkhorse - Slam 160 Monster/Damage/Attack Base +10 4 true Monster/Damage/Attack Base -10 2 true 4 Stun 2 Chance 0.75 Power 50 Status Chance CUSTOM Status Power CUSTOM 5.0, 0.0 500 7 -1.0, 0.0 Character/NPC/Monster/Fiend/Devilite (Manager) Delay implementation.delay Actor implementation.action.actions[0].actor Character/NPC/Monster/Fiend/Devilite Throw - Axe Damage Monster/Damage/Attack Base +05 4 Character/NPC/Monster/Fiend/Devilite Throw - Bomb Damage 4 Stun Chance 0.25 Power 25 4 Stun 2 Chance 0.25 Power 25 4 Stun 3 Chance 0.25 Power 25 Bomb/Monster/Devilite Bomb Character/NPC/Monster/Fiend/Devilite Throw - Office Chair Damage Monster/Damage/Attack Base 4 4 Stun Chance 0.25 Power 25 Status Chance CUSTOM Status Power CUSTOM Monster/Damage/Attack Base 4 4 Stun 2 Chance 0.25 Power 25 Status Chance CUSTOM Status Power CUSTOM Monster/Damage/Attack Base 4 4 Stun 3 Chance 0.25 Power 25 Status Chance CUSTOM Status Power CUSTOM Character/NPC/Monster/Fiend/Devilite Throw - Office Equipment Damage Monster/Damage/Attack Base -05 4 Character/NPC/Monster/Fiend/Devilite Throw - Pitchfork Damage Monster/Damage/Attack Base -05 4 PIERCING Monster/Split/Split - Full Character/NPC/Monster/Fiend/Gold Trojan - Slam 160 Monster/Damage/Attack Base +10 4 true Monster/Damage/Attack Base -10 2 true 4 Stun Chance 0.75 Power 50 Status Chance CUSTOM Status Power CUSTOM 5.0, 0.0 500 7 -1.0, 0.0 Character/NPC/Monster/Fiend/Knightmare - Slam 160 Monster/Damage/Attack Base +10 4 true Monster/Damage/Attack Base -10 2 true 4 Stun 3 Chance 0.75 Power 75 Status Chance CUSTOM Status Power CUSTOM 5.0, 0.0 500 7 -1.0, 0.0 Character/NPC/Monster/Fiend/Trojan - Slam 160 Monster/Damage/Attack Base +10 4 true Monster/Damage/Attack Base -10 2 true 4 Stun Chance 0.75 Power 25 Status Chance CUSTOM Status Power CUSTOM 5.0, 0.0 500 7 -1.0, 0.0 Character/NPC/Monster/Fiend/Trojan ShoulderCheck Delay implementation.delay Monster/Damage/Attack Base +05 4 true 10.0, 0.0 800 3 -10.0, 0.0 Character/NPC/Monster/Slime/Jelly Damage Delay implementation.fire["Delay"] Damage Amount implementation.fire["Damage"].amount Base/Damage Origin Transformed Damage 4 Delay 0 Impulse Origin Translation 0.0, 0.0 Knock-Back Shape 0.5 1.0, 0.0 Character/NPC/Monster/Slime/Lichen Damage Delay implementation.fire["Delay"] Damage Scale implementation.fire["Damage"].depth_scale Damage Transform implementation.fire["Shape"].transform Base/Damage Origin Transformed Damage Monster/Damage/Attack Base 4 Delay 0 Impulse Origin Translation 0.0, 0.0 Knock-Back Shape 0.5 1.25, 0.0 Character/NPC/Monster/Slime/Lichen Merge Character/NPC/Monster/Slime/Sloom Damage Delay implementation.fire["Delay"] Damage Amount implementation.fire["Damage"].damages[1].amount Status Condition implementation.fire["Damage"].damages[0].status_condition Base/Damage Origin Transformed Damage 4 40.0 4 Delay 0 Impulse Origin Translation 0.0, 0.0 Knock-Back Shape 0.5 1.25, 0.0 Character/NPC/Monster/Slime/Spawn Lichen Colony Wave Tag implementation.action.cases[0].action.actor["Wave Tag"], implementation.action.cases[1].action.actor["Wave Tag"], implementation.action.cases[2].action.actor["Wave Tag"], implementation.action.cases[3].action.actor["Wave Tag"], implementation.action.cases[4].action.actor["Wave Tag"], implementation.action.cases[5].action.actor["Wave Tag"], implementation.action.cases[6].action.actor["Wave Tag"], implementation.action.cases[7].action.actor["Wave Tag"], implementation.action.cases[8].action.actor["Wave Tag"], implementation.action.cases[9].action.actor["Wave Tag"], implementation.action.cases[10].action.actor["Wave Tag"], implementation.action.cases[11].action.actor["Wave Tag"], implementation.action.cases[12].action.actor["Wave Tag"], implementation.action.cases[13].action.actor["Wave Tag"], implementation.action.cases[14].action.actor["Wave Tag"], implementation.action.cases[15].action.actor["Wave Tag"], implementation.action.cases[16].action.actor["Wave Tag"], implementation.action.cases[17].action.actor["Wave Tag"], implementation.action.cases[18].action.actor["Wave Tag"], implementation.action.cases[19].action.actor["Wave Tag"], implementation.action.default_action.actor["Wave Tag"] Bomb/Monster/Lichen Colony Size 2 Wave Tag (Wave Tag) Bomb/Monster/Lichen Colony Size 3 Wave Tag (Wave Tag) Bomb/Monster/Lichen Colony Size 4 Wave Tag (Wave Tag) Bomb/Monster/Lichen Colony Size 5 Wave Tag (Wave Tag) Bomb/Monster/Lichen Colony Size 6 Wave Tag (Wave Tag) Bomb/Monster/Lichen Colony Size 7 Wave Tag (Wave Tag) Bomb/Monster/Lichen Colony Size 8 Wave Tag (Wave Tag) Bomb/Monster/Lichen Colony Size 9 Wave Tag (Wave Tag) Bomb/Monster/Large Lichen Colony Size 10 Wave Tag Bomb/Monster/Large Lichen Colony Size 11 Wave Tag Bomb/Monster/Large Lichen Colony Size 12 Wave Tag Bomb/Monster/Large Lichen Colony Size 13 Wave Tag Bomb/Monster/Large Lichen Colony Size 14 Wave Tag Bomb/Monster/Large Lichen Colony Size 15 Wave Tag Bomb/Monster/Giant Lichen Colony Size 16 Wave Tag Bomb/Monster/Giant Lichen Colony Size 17 Wave Tag Bomb/Monster/Giant Lichen Colony Size 18 Wave Tag Bomb/Monster/Giant Lichen Colony Size 19 Wave Tag Bomb/Monster/Giant Lichen Colony Size 20 Wave Tag Bomb/Monster/Giant Lichen Colony Size 21 Wave Tag Bomb/Monster/Giant Lichen Colony Size 21 Wave Tag Character/NPC/Monster/Undead/Deadnought/Deadnought, Charge Status Attack implementation.action.actions[0].damage.damages[1].status_condition 1 120 Monster/Damage/Attack Base +05 4 4 1.0, 0.0 0.6, 0.0 2.0, 0.0 200 Character/NPC/Monster/Undead/Deadnought/Deadnought, Skewer Status Attack implementation.action.actions[0].damage.damages[1].status_condition 400 false Monster/Damage/Attack Base +10 4 true 4 131 1.0, 0.0 6.0, 0.0 400 5 Character/NPC/Monster/Undead/Dust Zombie Delay implementation.fire["Delay"] Damage implementation.fire["Damage"] Knock Back implementation.fire["Knock-Back"] Base/Damage Origin Transformed Damage 4 Delay 0 Impulse Origin Translation 0.0, 0.0 Knock-Back -1.0, 0.0 140 2 Shape 0.75 0.75, 0.0 Character/NPC/Player Faction/Turret, Auto/Railgun beam Damage Amount implementation.action.damage.amount 10.0 2 true 6.0, 0.0 400 5 Character/NPC/Player Faction/Turret, Auto/Vulcan Spray Delay implementation.delay false Basic Lifespan 1000 Model particle/fx_gun_vulcan_shot.dat Debug/Flash Shape Shape 8.0 8.0 0.0, -5.5 0.013707784 2.0 2 Character/NPC/Talk, word balloon/Random (1) Character Name implementation.action.actions[0].actions[0].action.effect["Model"]["Name"] Text 1 implementation.action.actions[0].actions[0].action.effect["Model"]["Text"] Transform implementation.action.actions[0].actions[0].action.effect["Model"]["Transform"] Lifespan implementation.action.actions[0].actions[0].action.effect["Lifespan"] Basic Lifespan 2000 Model model/compound/npcchat/model.dat Name Cherub Text Chef Knight LFG! Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam aliquam porta risus, eget venenatis sapien fermentum eu. Transform 0.0, 0.0, 1.5 Character/NPC/Talk, word balloon/Random (2) Character Name implementation.action.actions[0].actions[0].action.effect["Model"]["Name"], implementation.action.actions[0].actions[1].action.effect["Model"]["Name"] Text 1 implementation.action.actions[0].actions[0].action.effect["Model"]["Text"] Text 2 implementation.action.actions[0].actions[1].action.effect["Model"]["Text"] Transform implementation.action.actions[0].actions[0].action.effect["Model"]["Transform"], implementation.action.actions[0].actions[1].action.effect["Model"]["Transform"] Lifespan implementation.action.actions[0].actions[0].action.effect["Lifespan"], implementation.action.actions[0].actions[1].action.effect["Lifespan"] Basic Lifespan 2000 Model model/compound/npcchat/model.dat Name Cherub Text Chef Knight LFG! Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam aliquam porta risus, eget venenatis sapien fermentum eu. Transform 0.0, 0.0, 1.5 Basic Lifespan 2000 Model model/compound/npcchat/model.dat Name Cherub Text Chef Knight LFG! Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam aliquam porta risus, eget venenatis sapien fermentum eu. Transform 0.0, 0.0, 1.5 Character/NPC/Talk, word balloon/Random (3) Character Name implementation.action.actions[0].actions[0].action.effect["Model"]["Name"], implementation.action.actions[0].actions[1].action.effect["Model"]["Name"], implementation.action.actions[0].actions[2].action.effect["Model"]["Name"] Text 1 implementation.action.actions[0].actions[0].action.effect["Model"]["Text"] Text 2 implementation.action.actions[0].actions[1].action.effect["Model"]["Text"] Text 3 implementation.action.actions[0].actions[2].action.effect["Model"]["Text"] Transform implementation.action.actions[0].actions[0].action.effect["Model"]["Transform"], implementation.action.actions[0].actions[1].action.effect["Model"]["Transform"], implementation.action.actions[0].actions[2].action.effect["Model"]["Transform"] Lifespan implementation.action.actions[0].actions[0].action.effect["Lifespan"], implementation.action.actions[0].actions[1].action.effect["Lifespan"], implementation.action.actions[0].actions[2].action.effect["Lifespan"] Basic Lifespan 2000 Model model/compound/npcchat/model.dat Name Cherub Text Chef Knight LFG! Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam aliquam porta risus, eget venenatis sapien fermentum eu. Transform 0.0, 0.0, 1.5 Basic Lifespan 2000 Model model/compound/npcchat/model.dat Name Cherub Text Chef Knight LFG! Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam aliquam porta risus, eget venenatis sapien fermentum eu. Transform 0.0, 0.0, 1.5 Basic Lifespan 2000 Model model/compound/npcchat/model.dat Name Cherub Text Chef Knight LFG! Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam aliquam porta risus, eget venenatis sapien fermentum eu. Transform 0.0, 0.0, 1.5 Item/Gear/Shield/PushBack (Base) Knock-Back Power KB implementation.action.action.action.actions[1].impulse_dealt 1 KB 3.0, 0.0 400 2 KB 3.5, 0.0 500 2 3 KB 4.0, 0.0 600 3 4 KB 4.5, 0.0 700 4 5 KB 5.0, 0.0 800 5 3 2 1.1 com.threerings.projectx.dungeon.server.logic.MonsterLogic Basic Lifespan 1000 Model particle/shield/fx_shieldpush.dat 6 true Item/Gear/Shield/PushBack (Base) (Old) Cooldown implementation.action.action.condition.time Radius implementation.action.action.action.actions[1].region.shape.radius, implementation.action.condition.first.shape.radius Damage implementation.action.action.action.actions[1].damage.damages[2] Knock-Back Power KB implementation.action.action.action.actions[1].impulse_dealt 1 KB 3.0, 0.0 400 2 KB 3.5, 0.0 500 2 3 KB 4.0, 0.0 600 3 4 KB 4.5, 0.0 700 4 5 KB 5.0, 0.0 800 5 3 Basic Lifespan 1000 Model particle/shield/fx_shieldpush.dat 2 true 2 Stun Chance 0.0 Power 0 Status Chance CUSTOM Status Power CUSTOM 4.0, 0.0 600 3 true Traps and Hazards/Shadowfire Traps and Hazards/Status Trap, floor Status Infliction Tier 1 implementation.action.actions[0].action.actions[0].damage.damages[1].status_condition Tier 2 implementation.action.actions[1].action.actions[0].damage.damages[1].status_condition Tier 3 implementation.action.actions[2].action.actions[0].damage.damages[1].status_condition Fire Tier 1 Fire Chance 0.85 Power 50 Status Chance CUSTOM Status Power CUSTOM Tier 2 Fire 2 Chance 0.85 Power 65 Status Chance CUSTOM Status Power CUSTOM Tier 3 Fire 3 Chance 0.85 Power 80 Status Chance CUSTOM Status Power CUSTOM Freeze Tier 1 Freeze Chance 0.85 Power 50 Status Chance CUSTOM Status Power CUSTOM Tier 2 Freeze 2 Chance 0.85 Power 65 Status Chance CUSTOM Status Power CUSTOM Tier 3 Freeze 3 Chance 0.85 Power 80 Status Chance CUSTOM Status Power CUSTOM Poison Tier 1 Poison Chance 0.85 Power 50 Status Chance CUSTOM Status Power CUSTOM Tier 2 Poison 2 Chance 0.85 Power 65 Status Chance CUSTOM Status Power CUSTOM Tier 3 Poison 3 Chance 0.85 Power 80 Status Chance CUSTOM Status Power CUSTOM Shock Tier 1 Shock Chance 0.85 Power 50 Status Chance CUSTOM Status Power CUSTOM Tier 2 Shock 2 Chance 0.85 Power 65 Status Chance CUSTOM Status Power CUSTOM Tier 3 Shock 3 Chance 0.85 Power 80 Status Chance CUSTOM Status Power CUSTOM Fire Damage Size Damage Region implementation.action.actions[0].action.actions[0].region.shape, implementation.action.actions[1].action.actions[0].region.shape, implementation.action.actions[2].action.actions[0].region.shape 1x1 Damage Region 0.5 0.5 1x2 Damage Region 1.5 0.5 2x1 Damage Region 0.5 1.5 2x2 Damage Region 1.5 1.5 2x3 Damage Region 2.5 1.5 2x4 Damage Region 3.5 1.5 2x5 Damage Region 4.5 1.5 2x6 Damage Region 5.5 1.5 3x2 Damage Region 1.5 2.5 3x3 Damage Region 2.5 2.5 3x4 Damage Region 3.5 2.5 4x2 Damage Region 1.5 3.5 4x3 Damage Region 2.5 3.5 4x4 Damage Region 3.5 3.5 4x6 Damage Region 5.5 3.5 5x2 Damage Region 1.5 4.5 5x3 Damage Region 2.5 4.5 5x4 Damage Region 3.5 4.5 5x5 Damage Region 4.5 4.5 6x2 Damage Region 1.5 5.5 6x3 Damage Region 2.5 5.5 6x4 Damage Region 3.5 5.5 6x6 Damage Region 5.5 5.5 2x2 Monster/Damage/Attack Base -05 8 ELEMENTAL Monster/Split/Split - Full 8 Monster/Damage/Attack Base -05 8 ELEMENTAL Monster/Split/Split - Full 8 Monster/Damage/Attack Base -05 8 ELEMENTAL Monster/Split/Split - Full 8 Traps and Hazards/Trap, floor Split Damage Type implementation.action.actions[0].action.actions[0].damage.damages[0].type2, implementation.action.actions[1].action.actions[0].damage.damages[0].type2, implementation.action.actions[2].action.actions[0].damage.damages[0].type2 Status Infliction Tier 1 implementation.action.actions[0].action.actions[0].damage.damages[1].status_condition Tier 2 implementation.action.actions[1].action.actions[0].damage.damages[1].status_condition Tier 3 implementation.action.actions[2].action.actions[0].damage.damages[1].status_condition Fire Tier 1 Fire Chance 0.85 Power 50 Status Chance CUSTOM Status Power CUSTOM Tier 2 Fire 2 Chance 0.85 Power 65 Status Chance CUSTOM Status Power CUSTOM Tier 3 Fire 3 Chance 0.85 Power 80 Status Chance CUSTOM Status Power CUSTOM Freeze Tier 1 Freeze Chance 0.85 Power 50 Status Chance CUSTOM Status Power CUSTOM Tier 2 Freeze 2 Chance 0.85 Power 65 Status Chance CUSTOM Status Power CUSTOM Tier 3 Freeze 3 Chance 0.85 Power 80 Status Chance CUSTOM Status Power CUSTOM Poison Tier 1 Poison Chance 0.85 Power 50 Status Chance CUSTOM Status Power CUSTOM Tier 2 Poison 2 Chance 0.85 Power 65 Status Chance CUSTOM Status Power CUSTOM Tier 3 Poison 3 Chance 0.85 Power 80 Status Chance CUSTOM Status Power CUSTOM Shock Tier 1 Shock Chance 0.85 Power 50 Status Chance CUSTOM Status Power CUSTOM Tier 2 Shock 2 Chance 0.85 Power 65 Status Chance CUSTOM Status Power CUSTOM Tier 3 Shock 3 Chance 0.85 Power 80 Status Chance CUSTOM Status Power CUSTOM None Tier 1 Tier 2 Tier 3 Fire Damage Size Damage Region implementation.action.actions[0].action.actions[0].region.shape, implementation.action.actions[1].action.actions[0].region.shape, implementation.action.actions[2].action.actions[0].region.shape 1x1 Damage Region 0.5 0.5 1x2 Damage Region 1.5 0.5 2x1 Damage Region 0.5 1.5 2x2 Damage Region 1.5 1.5 2x3 Damage Region 2.5 1.5 2x4 Damage Region 3.5 1.5 2x5 Damage Region 4.5 1.5 2x6 Damage Region 5.5 1.5 3x2 Damage Region 1.5 2.5 3x3 Damage Region 2.5 2.5 3x4 Damage Region 3.5 2.5 4x2 Damage Region 1.5 3.5 4x3 Damage Region 2.5 3.5 4x4 Damage Region 3.5 3.5 4x6 Damage Region 5.5 3.5 5x2 Damage Region 1.5 4.5 5x3 Damage Region 2.5 4.5 5x4 Damage Region 3.5 4.5 5x5 Damage Region 4.5 4.5 6x2 Damage Region 1.5 5.5 6x3 Damage Region 2.5 5.5 6x4 Damage Region 3.5 5.5 6x6 Damage Region 5.5 5.5 2x2 Monster/Damage/Attack Base -05 8 ELEMENTAL Monster/Split/Split - Full 8 Monster/Damage/Attack Base -05 8 ELEMENTAL Monster/Split/Split - Full 8 Monster/Damage/Attack Base -05 8 ELEMENTAL Monster/Split/Split - Full 8