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BanditLeader

Special UseItem logic

This enemy has very special handling whenever the UseItem action coroutine is invoked where they will interupt the item usage (even going through stopping conditions if they have any).

To learn more, check the BanditLeader special UseItem logic for more details.

HardMode changes

HardMode being true does the following changes:

  • In the sword slash move, the odds to use the sword thrust move immediately after on the same actor turn changes to 7/10 from 5/10 when HPPercent is less than 0.5
  • In the sword thrust move, the base damage amount is 1 instead of 2 per hit

Move selection

2 moves are possible:

  1. A single target sword thrust that hits multiple times
  2. A single target sword slash

The usage of the moves is determined by these odds:

Move Odds
1 4/7
2 3/7

However, it is possible if move 2 is used that move 1 is used right after in the same actor turn. This happens if all the following conditions are fufilled at the end of move 2:

  • HPPercent is less than 0.5
  • A 5/10 RNG check passes (7/10 instead if hardmode is true)

Pre move logic

The following logic always happen at the start of the actor turn if HPPercent is 0.65 or less. Notably, moves is set to 2 and cantmove decremented which gives 2 actor turns per main turn on this enemy including the current one:

  • animstate set to 103
  • moves set to 2
  • cantmove decremented
  • Yield for 0.35 seconds
  • StatUp sound plays
  • StatEffect called with type 5 (yellow up arrow)
  • Yield for 0.5 seconds

Post move logic

The following logic always happen at the end of the action:

  • If cantmove is higher than -1 (meaning this is the last actor turn they can do) and a 50% RNG check passes:
  • Otherwise:

Move 1 - Sword thrust

A single target sword thrust that hits multiple times

DoDamage calls

# Conditions attacker target damageammount property overrides block
1 Always happen 2 times (random between 2 and 3 times instead if HPPercent is less than 0.65) This enemy playertargetID after GetSingleTarget (targer is the same for each calls) 2 (1 instead if hardmode is true) Pierce1 null commandsuccess

1: Enemy piercing damages are disabled so this property does nothing, see the CalculateBaseDamage documentation to learn more

Logic sequence

  • Gleam particles plays with Gleam sound at this enemy + (0.1, 2.75, -0.1) with 0.5 alivetime
  • Yield for 0.5 seconds
  • GetSingleTarget called
  • Camera moves to look near playertargetentity position + (2.5, 0.0, -0.1)
  • MoveTowards playertargetentity position + (2.5, 0.0, -0.1) with 2.0 muiltiplier using 1 (Walk) as walkstate and 0 (Idle) as stopstate
  • Yield until forcemove is done
  • The amount of hits is determined. It's always 2 unless HPPercent is less than 0.65 where it's random between 2 and 3 times
  • For each hit:
    • Woosh sound plays with a pitch of 1.0 on the first and third hit or 1.1 on the second hit
    • animstate set to 105 on the first and third hit or 106 on the second hit
    • Yield for 0.15 seconds
    • DoDamage 1 call happens
    • Slash2 sound happens
    • yield for 0.45 seconds
  • Yield for 0.5 seconds

Move 2 - Sword slash

A single target sword slash.

DoDamage calls

# Conditions attacker target damageammount property overrides block
1 Always happen This enemy playertargetID after GetSingleTarget 3 null null commandsuccess

Logic sequence

  • GetSingleTarget called
  • Camera moves to look near playertargetentity position + (2.5, 0.0, -0.1)
  • MoveTowards playertargetentity position + (2.5, 0.0, -0.1) with 2.0 muiltiplier using 1 (Walk) as walkstate and 0 (Idle) as stopstate
  • Yield until forcemove is done
  • animstate set to 103
  • Slash2 sound plays
  • Yield for 0.85 seconds
  • animstate set to 107
  • Slash sound plays
  • DoDamage 1 call happens
  • Yield for 0.65 seconds
  • If HPPercent is less than 0.5 and a 5/10 RNG test passes (7/10 instead if hardmode is true):
    • Gleam particles plays with Gleam sound at this enemy + (-0.2, 2.75, -0.1) with 0.5 alivetime
    • Move 1 (sword thrust) is used immeditaly on the same actor turn, but without the logic of everything until the forcemove yields as the enemy is already positioned with the right target selected