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GoldenSeedling

hitaction support, UNUSED

This enemy supports hitaction logic and it will be performed when hitaction is true instead of any moves.

NOTE: While this enemy technically supports hitaction, under normal gameplay, it is assumed to not be possible for this enemy to be in a hitaction, but the logic still exists and is functional.

Logic sequence

  • animstate set to 23 (Chase)
  • Emoticon called with type 2 (red ! mark) with a time of 35
  • Wam sound plays
  • checkingdead set to a new Dig call on this enemy which changes its position to Underground (checkingdead is set to null when completed)
  • Yield all frames until checkingdead is null

Move selection

3 moves are possible:

  1. A single target tackle attack
  2. A single target headbonk attack
  3. Flees the battle
  4. A single target undergound strike attack, UNUSED move

Move 4 is always used (and can only be used) when position is Underground.

NOTE: As explained in the hitaction section above, it's not possible for this enemy to be Underground because it's not possible for this enemy to do a hitaction. Nonetheless, the move exists and is functional.

Move 3 usage is always considered first and it is used if all of the following conditions are fufilled:

  • The enemy party isn't doing a firststrike
  • This enemy doesn't have the Taunted condition
  • A 49% RNG check passes

If move 3 isn't used, move 1 or 2 is used and their usage is based on these odds:

Move Odds
1 51%
2 49%

Move 1 - Tackle attack

A single target tackle attack.

DoDamage calls

# Conditions attacker target damageammount property overrides block
1 Always happen This enemy playertargetID after GetSingleTarget 7 null null commandsuccess

Logic sequence

  • GetSingleTarget called
  • If this enemy has the Taunted condition, their charge is set to 3
  • checkingdead is set to new coroutine called SeedlingTackle which will set checkingdead to null upon completion
  • Yield all frames until checkingdead is null

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

Move 2 - Headbonk attack

A single target headbonk attack.

DoDamage calls

# Conditions attacker target damageammount property overrides block
1 Always happen This enemy playertargetID after GetSingleTarget 8 null null commandsuccess

Logic sequence

  • GetSingleTarget called
  • If this enemy has the Taunted condition, their charge is set to 3
  • checkingdead set to a new SeedlingHeadbonk coroutine with 2 damage, actionid as the attacker id, no property and without skipwalk. This coroutine sets checkingdead to null when completed
  • Yield all frames until checkingdead is null

Here is what SeedlingHeadbonk effectively does with those parameters:

  • Camera moves to look near playerdata[playertargetID]
  • animstate set to 23 (Chase)
  • MoveTowards playertargetentity position + (2.0, 0.0, -0.2) with a multiplier of 2.0
  • Yield all frames until forcemove is done
  • Jump sound plays
  • Jump called
  • Yield for 0.3 seconds
  • Yield all frames until onground is true
  • Camera moves to look near playertargetID
  • Yield a frame
  • animstate set to 100
  • Turn sound plays
  • Over the course of 35.0 frames (but visually occurs as if it was 32.0 frames with the last 3 being padding), this enemy moves to playertargetentity position + (0.25, 2.8, -0.1) via a BeizierCurve3 with a ymax of 5.5 while the z angle gets a LerpAngle done to 180.0
  • DoDamage 1 call happens
  • Yield for 0.1 seconds
  • sprite angles zeroed out
  • animstate set to 1 (Walk)
  • Turn2 sound plays
  • Over the course of 25.0 frames, this enemy moves to its current position + 2.0 in x with the y being 0.0 via a BeizierCurve3 with a ymax of 3.0
  • checkingdead is set to null which signals the caller that this coroutine completed

Move 3 - Flee

Flees the battle. No damages are dealt.

Logic sequence

  • tryenemyheal set to a new EnemyFlee coroutine to make this enemy flee the battle with 23 (Chase) walkstate and with afterimage (tryenemyheal set to null when completed)
  • Yield all frames until tryenemyheal is null
  • The local fled is set to true which changes what to do in the post-action

Move 4 - Undergound strike attack, UNUSED

A single target undergound strike attack. position is set to Ground after.

NOTE: This move can't be used under normal gameplay, but its logic remains functional. See the move selection section for more details.

DoDamage calls

# Conditions attacker target damageammount property overrides block
1 Always happen This enemy playertargetID after GetSingleTarget 2 Pierce1 null commandsuccess

1: Enemy piercing damages are disabled so this property does nothing, see the CalculateBaseDamage documentation to learn more

About incorrect Poison property logic

While the DoDamage call features a Pierce property, the move ends up doing an incorrect version of the Poison property logic due to the single property shortcoming. Here are the differences:

  • On FRAMEONE, regular blocking will incorrectly prevent the condition from being inflicted which doesn't happen normally
  • The amount of turns to inflict is 3 instead of 2
  • The Sturdy condition on the target won't prevent the condition to be inflicted when it normally would have
  • The StatusMirror medal does nothing when equipped on the target when it should have inflicted the condition back to this enemy
  • The PoisonTouch medal won't work despite the attack being physical
  • The condition infliction can still happen if the target has the Numb while having the ShockTrooper medal equipped
  • The Poison sound is not played when it should have been

Logic sequence

  • GetSingleTarget called
  • checkingdead is set to a new UndergroundStrike coroutine with 2 damage from this enemy with a poison property without staying underground
  • Yield all frames until checkingdead goes to null (the coroutine is done)

This is effectively what the coroutine does:

  • Camera moves to look near playerdata[playertargetID], but zoomed in
  • Digging sound plays on loop using sounds[9] with 1.1 pitch and 0.75 volume
  • Over the course of 100.0 frames, position moves to playertargetentity's position + -0.25 in z
  • Yield for 0.25 seconds
  • sounds[9] stopped
  • DigPop sound plays
  • DoDamage 1 call happens
  • If all of the following conditions are fufilled, SetCondition is called to inflict the Poison condition to playerdata[playertargetID] for 3 main turns (NOTE: this has a lot of caveats, see the section above for details):
    • commandsuccess is false (didn't blocked, ignores FRAMEONE)
    • playerdata[playertargetID]'s poisonres is less than 100 (it's not immune)
    • A poisonres resistance check passes
    • playerdata[playertargetID] doesn't have the Shield condition
  • y spin set to 20.0
  • digging set to false
  • scale reset to startscale
  • DirtExplodeLight particle plays at this enemy position
  • ShakeScreen with 0.15 ammount and 0.2 time
  • Over the course of 50.0 frames, position moves to playertargetentity + 2.0 in x using a BeizierCurve3 with a ymax of 6.0
  • spin zeroed out
  • position set to Ground
  • Yield for 0.25 seconds
  • checkingdead set to null to signal DoAction that the coroutine completed