JumpingSpider
¶
HardMode changes¶
HardMode being true does the following changes:
- The move selection odds changes to favor the high jump attack where it becomes 40% chance to be used from 25%
- In the small jump attack move, the amount of frames this enemy takes to reach its target changes to 41.0 frames from 48.0
- In the high jump attack move, the amount of frames this enemy takes to reach its target changes to 66.0 frames from 81.0
Move selection¶
2 moves are possible:
- A single target small jump attack that may steal a standard item
- A single target high jump attack
The decision of which move to use depends on these odds which changes depending on hardmode:
Move | Odds when hardmode is false | Odds when hardmode is true |
---|---|---|
1 | 75% | 25% |
2 | 60% | 40% |
Move 1 - Small jump attack¶
A single target small jump attack that may steal a standard item.
DoDamage calls¶
# | Conditions | attacker | target | damageammount | property | overrides | block |
---|---|---|---|---|---|---|---|
1 | Always happen | This enemy | playertargetID after GetSingleTarget |
3 | null | null | commandsuccess |
Logic sequence¶
- GetSingleTarget
- Camove moves to look near
playerdata[playertargetID]
- MoveTowards
playertargetentity
position + (3.0, 0.0, -0.1) with a walkstate of 23 (Chase
) and a stopstate of 0 (Idle
) - Yield all frames until
forcemove
is done andonground
Turn
sound plays- Over the course of 48.0 frames (41.0 frames instead if hardmode is true), thie enemy moves to
playertargetentity
position + (-0.25, 1.5, -0.1) via a BeizierCurve3 with a ymax of 5.0. Before each frame yield, the animstate is set to 2 (Jump
) except for the second half of the movement where it's set to 3 (Fall
) - DoDamage 1 call happens
- If
playerdata[playertargetID]
doesn't have the Shield condition, StealItem is called from this enemy without always and with noanim - UpdateAnimSpecific called on this enemy
Turn2
sound plays- Over the course of 41.0 frames, this enemy moves to
playertargetentity
position + (2.0, 0.0, -0.1) via a BeizierCurve3 with a ymax of 3.0 - animstate set to 0 (
Idle
) - Yield for 0.25 seconds
Move 2 - High jump attack¶
A single target high jump attack.
DoDamage calls¶
# | Conditions | attacker | target | damageammount | property | overrides | block |
---|---|---|---|---|---|---|---|
1 | Always happen | This enemy | playertargetID after GetSingleTarget |
5 | null | BlockSoundOnly | commandsuccess |
Logic sequence¶
- GetSingleTarget
- Camove moves to look near the midpoint between this enemy and
playerdata[playertargetID]
- ShakeSprite called with an intensity of 0.15 and frametimer of 45.0
- animstate set to 1 (
Walk
) BMCharge
sound plays with 1.2 pitch- Over the course of 46.0 frames, the
rotater
scale is set to increase by 15% in x and decreased by 35% in y via a lerp - animstate set to 2 (
Jump
) - y
spin
set to 30.0 rotater
scale set to its value before this actionTurn
sound plays with 0.75 pitch- Over the course of 81.0 frames (66.0 frames instead if hardmode is true), this enemy moves to
playertargetentity
position + (0.25, 2.0, -0.1) via a BeizierCurve3 with a ymax of 15.0. Before each frame yield on the second half of the movement, animstate is set to 3 (Fall
) and after 75% of the movement, the camera moves to look nearplayerdata[playertargetID]
spin
zeroed out- ShakeScreen called with an ammount of 0.2 and time of 0.75 with dontreset
- DoDamage 1 called
BigHit
sound playsimpactsmoke
particles plays atplayertargetentity
position + 0.65 in y- Over the course of 41.0 frames, this enemy moves to
playertargetentity
position + (2.0, 0.0, -0.1) via a BeizierCurve3 with a ymax of 3.0 - animstate set to 0 (
Idle
) - Yield for 0.25 seconds