DeadLanderB
¶
BattleControl.GetEXP special logic¶
This enemy is part of the set of the enemies that yields a different clamping on the rewarded amount of exp given their scaled exp
field when they die (processed by CheckDead).
If all of these conditions are fufilled, the rewarded amount of exp is clamped to 20 instead of 15 like most other enemies:
- flags 613 is false (RUIGEE is inactive)
partylevel
is less than 27 (not yet at max rank)- Flags 166 is false (not during an EX mode B.O.S.S session)
HardMode changes¶
HardMode being true does the following changes:
- In the aerial slam attack, the frametime of the ForceMove call before the DoDamage call changes to 25.0 fram 32.0
Move selection¶
2 moves are possible:
- A single target vomit attack that hits twice
- A party wide aerial slam attack
The decision of which move to use is based on the following odds:
Move | Odds |
---|---|
1 | 50% |
2 | 50% |
Move 1 - Vomit attack¶
A single target vomit attack that hits twice.
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 2 times | This enemy | playertargetID after GetSingleTarget |
3 | Poison | null | commandsuccess |
Logic sequence¶
- GetSingleTarget called
- Camera moves to look near this enemy
- animstate set to 100
bobspeed
set to 0.0- ShakeSprite called with 0.1 intensity and 90.0 frametimer
DLBetaCharge
sound plays- Yield for a second
- Yield for 0.5 seconds
DLBetaDing
sound plays- animstate set to 101
DLBetaVomit
sound plays- A new sprite object is created childed to
sprite
using theSprites/Entities/deadlandera
index 57 sprite (vomit) positioned at (-0.8, 0.5, -0.1) with a scale of (0.015 * the distance between this enemy andplayertargetentity
, 0.0, 1.0) playertargetentity
animstate set to 11 (Hurt
)sprite
gets an AimConstraint added with an aimVector of (0.0, 1.0, 1.0), a constraintActive of true, a rotationOffset of (0.0, 87.0, -50.0) and a source constraint added with 1.0 weight andplayertargetentity
sourceTransform- FlipSpriteBool called on the vomit sprite without x, with y every 3.0 frames during -1.0 frames (infinite)
- Camera moves to look near the midpoint between this enemy and
playertargetentity
- The vomit sprite has GradualScale called to change the scale to (0.015 * the distance between this enemy and
playertargetentity
, 1.0, 1.0) with 5.0 frametime without destroy - Yield for 0.1 seconds
- Yield for 0.1 seconds
- Done 2 times:
- If
commandsuccess
is true (blocking),playertargetentity
animstate is set to 24 (Block
) - DoDamage 1 call happens
- Yield for 0.5 seconds
playertargetentity
animstate set to 11 (Hurt
)- Yield for 0.25 seconds
- If
- The vomit sprite has GradualScale called to change the scale to (0.015 * the distance between this enemy and
playertargetentity
, 0.0, 1.0) with 30.0 frametime without destroy - Yield for 0.5 seconds
- The FlipSpriteBool coroutine is stopped
- Yield a frame
- The vomit sprite gets destroyed
- The AimConstraint on
sprite
gets destroyed sprite
angles reset to Vector3.zero- animstate set to 102
- Yield for 0.5 seconds
bobspeed
set tostartbs
Move 2 - Slam attack¶
A party wide aerial slam attack.
PartyDamage¶
# | Conditions | caller | damage | property | block | jumpheight | spinammount | jumpevenonblock | overrides |
---|---|---|---|---|---|---|---|---|---|
1 | Always happen | This enemy | 5 | null | commandsuccess |
0.0 | Vector3.zero | false | null |
Logic sequence¶
DLFlyOver
sound playsbobspeed
set to 0.0- Camera moves to look near (-4.5, 1.5, 1.25)
- ForceMove to
partymiddle
+ 5.0 in y with 70.0 frametime using 100 as movestate and 103 as stopstate DLBetaSpike
sound plays- Yield for 0.5 seconds
height
increased by 0.5- animstate set to 103
- Yield all frames until
forcemoving
is done - ShakeSprite called with 0.1 intensity and 90.0 frametimer
- Yield for 0.5 seconds
Fall2
sound playsstartscale
set to 1.25x- Yield for a frame
- z
spin
set to 15.0 - ForceMove to
partymiddle
+ (0.0, 0.0 -sprite
local y position + 0.75, -0.2) with 32.0 frametime (25.0 instead if hardmode is true) using 103 as movestate and 103 as stopstate - animstate set to 103
- Yield all frames until
forcemoving
is done Thud3
sound playsspin
zeroed out- ShakeScreen called with an ammount of 0.1 and 0.75 time
impactsmoke
particles plays atpartymiddle
- PartyDamage 1 plays
startscale
set to (1.25, 0.75, 1.0)sprite
local scale set tostartscale
sprite
angles reset to Vector3.zerosprite
gets a SpriteBounce added SetUp with a freq of 0.75 and spd of 0.5- A Gradual call starts on the SpriteBounce with a freq of 0.0, 0.0 spd and 45.0 frametime
- Yield for 1 second
- The SpriteBounce is destroyed
- position set to
partymiddle
startscale
reset to 1.0xsprite
scale reset to 1.0xheight
set to its value before this actionbobspeed
set tostartbs
DLBetaFlyBack
sound plays