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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:

  1. 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 using sounds[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 y spin to (0.0, 30.0, 0.0) * the distance between this enemy position and its forcetarget clamped from 0.0 to 1.0
    • playerdata[playertargetID] animstate set to 13 (BattleIdle)
    • playerdata[playertargetID]'s spin 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