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:
- A single target sword thrust that hits multiple times
- 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 2cantmove
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:- isdefending set to true (activate their guard)
- defenseonhit set to 2
- The local startstate is set to 24 (
Block
)
- Otherwise:
- isdefending set to false (gets out of their guard)
- defenseonhit set to 0
- The local startstate is set to 0 (
Idle
)
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 withGleam
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 withGleam
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