; Castle Boss Balance (Associate's / Difficulty 1)
;------------------------------------------
; KEY
;------------------------------------------
;
;	A: Agro Level 0
;	B: Agro Level 1
;	C: Agro Level 2
;
;	HP Values only use agro level 0.
;
;----------------------
;	A		B		C	
;----------------------

;	CORE

	8000	0		0		;maxhp value NOTE:only agression 0 value is used

;	HELMET

	4000	0		0		;maxhp value NOTE:only agression 0 value is used
	20		20		20		;collision damage
    5		5		5		;damage reduction
	
;	BODY ARMOR

	6000	0		0		;maxhp value NOTE:only agression 0 value is used
	20		20		20		;collision damage
    10		10		10		;damage reduction
	5		6		7		;number of step taken
	1		1		1		;time per step
	8		8		8		;step speed
	7		7		6		;step player distance requirement

;-----------------
;	WEAPONS
;-----------------
;	SPEAR

	4000	0		0		;maxhp value
	20		20		20		;regular collision damage
	40		40		40		;attack collision damage
    0		0		0		;damage reduction
	.5		.5		.5		;spin state timer
	6		6		6		;spin state y movespeed
	9		9		9		;spin state x movespeed
	.5		.5		.5		;pause state timer
	.5		.5		.5		;thrust state timer
	400		400		400		;thrust state speed value (this value is multiplied by state_timer^2 to get actual movespeed)
	1		1		1		;second pause state timer
	1		1		1		;additional wait time

;	MACE

	4000	0		0		;maxhp value
	20		20		20		;regular collision damage
	40		40		40		;attack collision damage
    0		0		0		;damage reduction
	2		2		2		;prepare state timer
	6		6		6		;prepare state movespeed
	.5		.5		.5		;pause state timer
	1.5		1.5		1.5		;attack state timer
	30		30		30		;attack state verticle impulse
	20		20		20		;attack state movespeed
	.5		.5		.5		;second pause state timer
	1		1		1		;additional wait time
	
;	SWORD

	4000	0		0		;maxhp value
	20		20		20		;regular collision damage
	40		40		40		;attack collision damage
    0		0		0		;damage reduction
	1		1		1		;ready state timer
	1.5		1.5		1.5		;swipe state timer
	.25		.25		.25		;pause state timer
	1		1		1		;additional wait time
	
;-----------------
;	SIDE ARM
;-----------------
;	SHIELD

	4000	0		0		;maxhp value
	40		40		40		;collision damage
    0		0		0		;damage reduction
	2		2		2		;ready state timer
	3		3		3		;ready state movespeed
	20		20		20		;launch velocity
	1		1		1		;additional wait time

;	GAUNTLET

	4000	0		0		;maxhp value
	20		20		20		;collision damage
    0		0		0		;damage reduction
	2		2		2		;ready state timer
	.5		.5		.5		;time between bursts
	3		3		3		;sustain timer
	1		1		1		;additional wait time
		
;	HOOKSHOT

	4000	0		0		;maxhp value
	20		20		20		;collision damage
    0		0		0		;damage reduction
	10		10		10		;required player distance
	30		30		30		;hookshot launch speed
	20		20		20		;jump impulse
	1		1		1		;swing state timer
	1.5		1.5		1.5		;swing state "speed" (this value is multipied by the arc length of the swing to get the actual movespeed
	1		1		1		;additional wait time

;-----------------
;	BOOTS
;-----------------
;	HEAVY BOOTS

	4000	0		0		;maxhp value
	20		20		20		;collision damage
    0		0		0		;damage reduction
	15		15		15		;number of debris objects
	2		2		2		;crouch state timer
	30		30		30		;jump impulse
	10		10		10		;debris object damage
	1		1		1		;additional wait time
	
;	PEGASUS BOOTS

	4000	0		0		;maxhp value
	40		40		40		;collision damage
    0		0		0		;damage reduction
	1		1		1		;crouch state timer
	20		20		20		;jump impulse 
	1		1		1		;jump state "speed" (this value is multiplied by the distance to target to get the actual movespeed
	1		1		1		;additional wait time
	
;	SHOCKWAVE BOOTS

	4000	0		0		;maxhp value
	20		20		20		;collision damage
    0		0		0		;damage reduction
	40		40		40		;shockwave damage
	30		30		30		;shockwave velocity
	2		2		2		;shockwave lifetime
	2		2		2		;crouch state timer
	1		1		1		;additional wait timer