HP                        ;500                                           ;
speed                     ;2                                             ;
acidicBodyDamage          ;40                                            ;
gravity                   ;0.5                                           ;
maxDownwardVelocity       ;15                                            ;
range                     ;300                                           ;
facePlayer                ;true                                          ;
timeBetweenEnemySpawn     ;2                                             ;
dieVelocityX              ;4                                             ;'
dieVelocityY              ;4                                             ;
dieBlinkTime              ;1                                             ;

// AerialAI boss variables
fireBallDamage            ;10                                            ;
maxHalfSpreadFireBalls    ;8                                             ;
maxHalfSpreadFireBallWaves;10                                            ;
maxFullSpreadFireBalls    ;10                                            ;
maxFullSpreadFireBallWaves;5                                             ;
maxMagneticFireBallShots  ;3                                             ;
spreadAngleRangeMin       ;180                                           ;
spreadAngleRangeMax       ;360                                           ;
magneticBulletSpeed       ;3                                             ;
magneticBulletRadius      ;135                                           ;
playerChaseSpeed          ;0.02                                          ;
intervalBetweenAttacks    ;1                                             ;
dieBlastTime              ;0.3                                           ;
randomBlasts              ;inAirExplosionBIG,smallBlast,launcherExplosion;
bigBlast                  ;normalExplosion1                              ;
walkTargetX               ;0
energyBallImpact          ;timelineFX/air/enemyChaserImpact1

//--- Boss Scene
isBossScene               ;false
cinematicNode1            ;Cinematic_Node.019
cinematicNode3            ;Cinematic_Node.021