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
hpthey will be healed by is 3 instead of 2
Move selection¶
3 move are possible:
- Supports another enemy party member by either healing their
hpor inflicting them an AttackUp or DefenseUp condition - A single target aerial strike attack
- 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 toFlying) - 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:
checkingdeadis set to a new ChangePosition call to set the position toFlying(checkingdeadset to null when completed)- Yield all frames until
checkingdeadis 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
Toss2sound plays on loop usingsounds[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
forcemovingis done sounds[9]stopped- y
spinset to 10.0 Charge14sound playsPrefabs/Particles/FloweringHealparticles instantiated rooted positioned at this enemy + theirheightin y- Yield for 0.85 seconds
- If healing the enemy party member:
- Heal is called to heal the enemy party member with an
hpamount of theirmaxhp* 0.075 clamped from 2 to theirmaxhp(clamped from 3 to theirmaxhpinstead if hardmode is true)
- Heal is called to heal the enemy party member with an
- Otherwise (inflicting a condition on the enemy party member):
StatUpsound 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/FloweringHealparticles moved offscreen at -9999.0 in y then gets destroyed in 2.0 secondsspinzeroed 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 Toss2sound plays via PlayMoveSound on loop usingsounds[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
forcemoveis done sounds[9]stoppedheightset to 0.0- y position set to the
heightvalue before this action - animstate set to 100
FastWooshsound 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
Turn2sound 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
heightset 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
heightis restored to its value before this action- Yield for 0.2 seconds
bobrangereset tostartbfbobspeedreset tostartbs- 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
checkingdeadis set to new coroutine called SeedlingTackle which will setcheckingdeadto null upon completion- Yield all frames until
checkingdeadis null - FlipAngle called with setangle
This is what the coroutine effectively does:
- animstate set to 23 (
Chase) - Done 2 times:
- Jump called
Jumpsound plays with 0.75 pitch and 1.6 volume- Yield for 0.1 seconds
- Yield all frames until
ongroundgoes 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
forcemoveis done - Yield for 0.2 seconds
Spin10sound 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
forcemoveis done - DoDamage 1 call happens
- Jump called
flipset to false (withoverrideflip)- 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
forcemoveis done flipis set to falsecheckingdeadset to null indicating the caller that the coroutine completed