ArmoredPoly
¶
HardMode changes¶
HardMode being true does the following changes:
- In the rolling attack move, the multiplier of the MoveTowards call changes to 3.65 from of 3.0. This makes the enemy moves ~21.6666667% faster
Move selection¶
1 move is possible:
- A single target rolling attack
Move 1 is always done.
Move 1 - Rolling attack¶
A single target rolling attack
DoDamage calls¶
# | Conditions | attacker | target | damageammount | property | overrides | block |
---|---|---|---|---|---|---|---|
1 | Always happen | This enemy | playertargetID after GetSingleTarget |
2 | null | null | commandsuccess |
Logic sequence¶
- GetSingleTarget called
- Camera moves to look near the midpoint between this enemy position and
playerdata[playertargetID]
- animstate set to 23 (
Chase
) Curl
sound plays- Jump called
- Yield for 0.1 seconds
- Yield all frames until
onground
is true - Yield for 0.3 seconds
- Camera moved to look near
playerdata[playertargetID]
Spin2
sound plays on loop usingsounds[9]
- MoveTowards
playerdata[playertargetID]
+ 0.5 in x -globalcamdir
's forward * 0.2 with a multiplier of 3.0 (3.65 if hardmode is true) and both the current animstate as the walkstate and stopstate - Yield a frame
- Yield all frames until
forcemove
is done - DoDamage 1 call happens
- SetDefaultCamera called
- If
commandsuccess
is false (failed to block, ignores FRAMEONE):- MoveTowards (-20.0, 0.0, this enemy's z position) using the same multiplier as the call before and both the current animstate as the walkstate and stopstate
- Yield all frames until
forcemove
is done. Before each frame yield,playerdata[playertargetID]
has their animstate set to 11 (Hurt
) and yspin
to (0.0, 30.0, 0.0) * the distance between this enemy position and itsforcetarget
clamped from 0.0 to 1.0 playerdata[playertargetID]
animstate set to 13 (BattleIdle
)playerdata[playertargetID]
'sspin
zeroed out- position set to (10.0, 0.0, startp.z)
- MoveTowards startp with 2.0 as multiplier and both the current animstate as the walkstate and stopstate
- Yield all frames until
forcemove
is done
- Otherwise:
- MoveTowards current position + 1.5 in x with 1.5 as multiplier and both the current animstate as the walkstate and stopstate
sounds[9]
stopped- Jump called
- Yield for 0.1 seconds
- Yield all frames until
onground
is true - If
commandsuccess
is true (blocked, ignores FRAMEONE),flip
is toggled - animstate set to 0 (
Idle
) - Jump called
- Yield for 0.4 seconds