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Flowering

EnemyCheck special logic

Before this enemy is loaded, it's possible that StartBattle overrides it to a GoldenSeedling. See the documentation to learn more.

HardMode changes

HardMode being true does the following changes:

  • In the enemy support move, when healing the enemy, the minimum amount of hp they will be healed by is 3 instead of 2

Move selection

3 move are possible:

  1. Supports another enemy party member by either healing their hp or inflicting them an AttackUp or DefenseUp condition
  2. A single target aerial strike attack
  3. A single target tackle attack, UNUSED

Move 1 is always used if all the following conditions are fufilled:

  • position is Flying (this should always be the case due to the pre move logic always setting it to Flying)
  • This enemy isn't the only enemy party member left
  • If there's exactly 2 enemy party members, the other enemy party member isn't another Flowering

If any of the above aren't fufilled, Move 2 is used instead.

Move 3 is never used under normal gameplay, but remains functional. This is because this move requires the position to not be Flying, but the pre move logic will always set it to Flying.

Pre move logic

The following logic is always done at the start of the actor turn if position isn't Flying:

  • checkingdead is set to a new ChangePosition call to set the position to Flying (checkingdead set to null when completed)
  • Yield all frames until checkingdead is null

Move 1 - Enemy support

Supports another enemy party member by either healing them or inflicting them an AttackUp or DefenseUp condition. No damages are dealt.

Logic sequence

  • An enemy party member other than this enemy is searched to see if any has their HPPercent less than 0.6. If any exists, the first one will be selected for healing. Otherwise, a condition infliction will happen on a random enemy party member other than this enemy
  • Toss2 sound plays on loop using sounds[9] with 1.1 pitch and 0.5 volume using PlayMoveSound
  • Camera moves to look near the targeted enemy party member
  • ForceMove called to move to the targetted enemy party member's position + their cursoroffset + (0.0, 0.25, -0.1) with 60.0 frametime using 1 (Walk) as movestate and 0 (Idle) as stopstate
  • Yield all frames until forcemoving is done
  • sounds[9] stopped
  • y spin set to 10.0
  • Charge14 sound plays
  • Prefabs/Particles/FloweringHeal particles instantiated rooted positioned at this enemy + their height in y
  • Yield for 0.85 seconds
  • If healing the enemy party member:
    • Heal is called to heal the enemy party member with an hp amount of their maxhp * 0.075 clamped from 2 to their maxhp (clamped from 3 to their maxhp instead if hardmode is true)
  • Otherwise (inflicting a condition on the enemy party member):
    • StatUp sound plays
    • If a 6/10 RNG check passes:
      • StatEffect is called on the target enemy party member with type 0 (red up arrow)
      • SetCondition called to inflict the AttackUp condition on the target enemy party member for 2 main turns
    • Otherwise (4/10 RNG):
      • StatEffect is called on the target enemy party member with type 1 (blue up arrow)
      • SetCondition called to inflict the DefenseUp condition on the target enemy party member for 2 main turns
  • Yield for 0.75 seconds
  • Prefabs/Particles/FloweringHeal particles moved offscreen at -9999.0 in y then gets destroyed in 2.0 seconds
  • spin zeroed out

Move 2 - Aerial strike attack

A single target aerial strike attack

DoDamage calls

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

Logic sequence

  • GetSingleTarget called
  • Camera moves to look near playerdata[playertargetID], but zoomed in
  • Toss2 sound plays via PlayMoveSound on loop using sounds[9] with pitch 1.1 and volume 0.5
  • MoveTowards playerdata[playertargetID] + (2.0, 0.0, -0.15) with 1.5 multiplier and stopstate 100
  • Yield all frames until forcemove is done
  • sounds[9] stopped
  • height set to 0.0
  • y position set to the height value before this action
  • animstate set to 100
  • FastWoosh sound plays
  • Over the course of 1 / 0.055 frames (~18.181818 frames), position moves to its current position + 0.75 in x via a BeizierCurve3 with a ymax of -0.01
  • animstate set to 101
  • Yield for 0.2 seconds
  • animstate set to 100
  • Turn2 sound plays
  • Over the course of 1 / 0.07 frames (~14.285714 frames), position lerps to playerdata[playertargetID] position + (0.0, 1.0, -0.1)
  • DoDamage call 1 happens
  • Yield for 0.15 seconds
  • height set to 0.2
  • animstate set to 1 (Walk)
  • Over the course of 1 / 0.045 frames (~22.22222 frames), position lerps to its position before the BeizierCurve3 movement earlier
  • y position is set to 0.0
  • height is restored to its value before this action
  • Yield for 0.2 seconds
  • bobrange reset to startbf
  • bobspeed reset to startbs
  • FlipAngle called with setangle

Move 3 - Tackle attack, UNUSED

A single target tackle attack.

NOTE: This move is practically UNUSED, see the move selection section above for more details.

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
  • checkingdead is set to new coroutine called SeedlingTackle which will set checkingdead to null upon completion
  • Yield all frames until checkingdead is null
  • FlipAngle called with setangle

This is what the coroutine effectively does:

  • animstate set to 23 (Chase)
  • Done 2 times:
    • Jump called
    • Jump sound plays with 0.75 pitch and 1.6 volume
    • Yield for 0.1 seconds
    • Yield all frames until onground goes to true
    • Yield a frame
  • CameraFocusTarget called
  • MoveTowards playerdata[playertargetID] position + 3.0 in x with a 2.0 multiplier and both the current animstate as the walkstate and stopstate
  • Yield all frames until forcemove is done
  • Yield for 0.2 seconds
  • Spin10 sound plays
  • MoveTowards playerdata[playertargetID] position + (0.35, 0.0, -0.1) with a 2.5 multiplier and both the current animstate as the walkstate and stopstate
  • Yield all frames until forcemove is done
  • DoDamage 1 call happens
  • Jump called
  • flip set to false (with overrideflip)
  • MoveTowards playerdata[playertargetID] position + 2.0 in x with a 0.75 multiplier and both the current animstate as the walkstate and stopstate
  • Yield all frames until forcemove is done
  • flip is set to false
  • checkingdead set to null indicating the caller that the coroutine completed