Burglar
¶
HardMode changes¶
HardMode being true has the following changes:
- The enemy summoning moves that doesn't change the
hp
andexp
has the usage odds changed when usable to 60% from 40% - The enemy summoning moves that halves the
hp
andexp
has the usage odds changed when usable to 45% from 35% - In the rock throw move, the amount of frames the rock takes to reach its target changes to 35.0 from 50.0
Move selection¶
5 moves are possible:
- A party wide dash attack that may steal an item
- A single target rock throw
- Summons a Bandit or Thief enemy without changes to their
hp
,maxhp
andexp
- Summons a Bandit or Thief enemy with half
hp
,maxhp
andexp
floored - Flees the battle
Move 5 is always used is holditem
is above -1 meaning this enemy is holding a stolen item. It is the only way to have move 5 used.
Move 1, through 4 have a complex decision process that goes like this:
- If a 4/10 RNG check passes:
- If this is the last enemy party member left and a 35% RNG check passes (45% instead if hardmode is true)
- Move 4 is used
- Otherwise:
- Move 1 is used
- If this is the last enemy party member left and a 35% RNG check passes (45% instead if hardmode is true)
- Otherwise (6/10 odds to fail the RNG check):
- If this is the last enemy party member left and a 40% RNG check passes (60% instead if hardmode is true)
- Move 3 is used
- Otherwise:
- Move 2 is used
- If this is the last enemy party member left and a 40% RNG check passes (60% instead if hardmode is true)
Move 1 - Dash attack¶
A party wide dash attack that may steal an item.
DoDamage calls¶
# | Conditions | attacker | target | damageammount | property | overrides | block |
---|---|---|---|---|---|---|---|
1 | Always happen for each player party member whose hp is above 0 |
This enemy | The player party member | 2 | null | null | commandsuccess |
Logic sequence¶
- MoveTowards (0.0, 0.0, 0.0) with 2.0 multiplier
- Camera moves to look near (-2.25, 0.0, 0.0)
- Yield all frames until
forcemove
is done Charge10
sound playsScuttle2
sound plays on loop with 1.05 pitch- animstate set to 23 (
Chase
) - Yield for 0.25 seconds
Gleam
particles plays withGleam
sound at this enemy + (0.0, 1.75 +height
, -0.1) with 0.5 alivetime- Yield for 0.5 seconds
Scuttle2
sound stops playingtrail
set to trueFastWoosh
sound plays with 1.1 pitch- Over the course of 20.0 frames, this enemy moves to (-15.0, 0.0, 0.0) via a lerp. On the first frame that their x position gets lower than -4.0:
- For each player party members whose
hp
is above 0:- DoDamage 1 call happens
- If
commandsuccess
is false (didn't blocked, ignores FRAMEONE), the player party member has SlowSpinStop with 30.0 in y as spinammount for 60.0 framtime called followed by Jump called on them
- If
commandsuccess
is false (didn't blocked, ignores FRAMEONE) and none of the affected player party members had the Shield condition, StealItem is called for this enemy without always - If an item was stolen just now, the local startstate is set to 4 (
ItemGet
)
- For each player party members whose
- SetDefaultCamera called
trail
set to false- position set to (15.0, 0.0, 0.0)
- MoveTowards startp with 2.0 multiplier using 1 (
Walk
) as walkstate and 0 (Idle
) as stopstate (however, if an item was stolen just now, 27 (ItemWalk
) is used as the walkstate and 4 (ItemGet
) as the stopstate instead) - Yield all frames until
forcemove
is done
Move 2 - Rock throw¶
A single target rock throw.
nonphyscal
set to true¶
This move always sets nonphyscal
to true which affects the effects of the FrostBite
, SpikeBod
and PoisonTouch
medal if equipped on the target.
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
- Jump called on this enemy
- Camera moves to look near the midpoint between this enemy and
playertargetentity
- A new sprite object is created childed to this enemy using the
MightyPeeble
medal sprite positioned at this enemy'sitemoffset
- animstate set to 4 (
ItemGet
) - Yield for 0.5 seconds
- Yield all frames until this enemy is
onground
- animstate set to 28 (
TossItem
) - Yield for 0.5 seconds
Toss
sound playsFall
sound plays- The
MightyPeeble
sprite gets rooted - Over the course of 50.0 frames (35.0 frames instead if hardmode is true), the
MightyPeeble
sprite moves toplayertargetentity
position + (0.0, 1.5, -0.2) via a BeizierCurve with a ymax of 6.0. Before each yield, the sprite Rotate in z by -20.0x the game's frametime - The
MightyPeeble
sprite gets destroyed - DoDamage 1 call happens
- Yield for 0.5 seconds
Move 3 - Enemy summon (no changes to hp
, maxhp
and exp
)¶
Summons a Bandit or Thief enemy party member without changes to the hp
, maxhp
and exp
. No damages are dealt.
Logic sequence¶
- Camera moves to look near this enemy
- animstate set to 150
- Yield for 0.25 seconds
Whistle
sound playscheckingdead
set to a new SummonEnemy call to summon a Bandit or Thief (determined randomly with uniform probabilities) with typeOffscreen
at this enemy + (-2.5, 0.0, -0.2) without cantmove (meaning the enemy will be able to act immediately in the current main turn)- Yield all frames until
checkingdead
is null (the coroutine completed)
Move 4 - Enemy summon (half hp
, maxhp
and exp
floored)¶
Summons a Bandit or Thief enemy party member with half hp
, maxhp
and exp
floored. No damages are dealt.
Logic sequence¶
- Camera moves to look near this enemy
- animstate set to 150
- Yield for 0.25 seconds
Whistle
sound playscheckingdead
set to a new SummonEnemy call to summon a Bandit or Thief (determined randomly with uniform probabilities) with typeOffscreen
at this enemy + (-2.5, 0.0, -0.2) without cantmove (meaning the enemy will be able to act immediately in the current main turn)- Yield all frames until
checkingdead
is null (the coroutine completed) - The new enemy has their
hp
,maxhp
andexp
divided by 2 floored
Move 5 - Flee¶
Flees the battle, no damages are dealt.
Logic sequence¶
tryenemyheal
set to a new EnemyFlee coroutine with walkstate 27 (ItemWalk
) with afterimage on this enemy- Yield all frames until
tryenemyheal
goes to null (the coroutine completed) - The local fled is set to true indicating a different post action will be done