MimicSpider
¶
HardMode changes¶
HardMode being true does the following changes:
- In the bubble projectiles throw move, the amount of hits to do changes to be random from 2 and 3 inclusive instead of always being 2
- In the bubble projectiles throw move, the Projectile call has 50% chance to have the Sticky property instead of always being Poison
- In the bubble projectiles throw move, the speed of each Projectile call changes to 30.0 from 37.0
Move selection¶
2 moves are possible:
- A single target bite attack
- A multiple targets bubble projectiles throw
The decision of which move to use is based on the followings odds:
Move | Odds |
---|---|
1 | 3/5 |
2 | 2/5 |
Move 1 - Bite attack¶
A single target bite attack.
DoDamage calls¶
# | Conditions | attacker | target | damageammount | property | overrides | block |
---|---|---|---|---|---|---|---|
1 | Always happen | This enemy | playertargetID after GetSingleTarget |
3 | Sleep | null | commandsuccess |
Logic sequence¶
- GetSingleTarget called
- Camera moves to look near
playerdata[playertargetID]
Scuttle2
sound plays via PlayMoveSound on loop usingsounds[9]
with 1.1 pitch and 0.8 volume- MoveTowards
playertargetentity
position + (1.35, 0.0, -0.1) with 2.4 multiplier, 23 (Chase
) walkstate and 13 (BattleIdle
) stopstate - Yield all frames until
forcemove
is done sounds[9]
stoppedChew
sound plays- Yield for a random interval between 0.45 and 0.65 seconds
- animstate set to 107
- DoDamage 1 call happens
- Yield for 0.65 seconds
- SetDefaultCamera called
Scuttle2
sound plays via PlayMoveSound on loop usingsounds[9]
with 1.1 pitch and 0.8 volume- MoveTowards startp with 2.0 multiplier, 23 (
Chase
) walkstate and 13 (BattleIdle
) stopstate - Yield all frames until
forcemove
is done sounds[9]
stopped
Move 2 - Bubble projectiles throw¶
A multiple targets bubble projectiles throw.
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.
Projectile calls¶
# | Conditions | damage | property | attacker | playertarget | obj | speed | height | extraargs | destroyparticle | audioonhit | audiomoving | spin | nosound |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Always happen 2 times (random between 2 to 3 times inclusive instead if hardmode is true), each calls requires that at least 1 player party member is alive (hp above 0 and not eatenby) |
2 | Poison (if hardmode is true, this has 50% chance to be Sticky instead) | This enemy | playertargetID after GetSingleTarget (target changes for each calls) |
A new Prefabs/Objects/PoisonBubble (Prefabs/Objects/StickyBubble instead if the property is Sticky ) GameObject rooted positioned at this enemy + (-1.5, 1.0, -0.1) with a scale of 0.35x |
37.0 (30.0 instead if hardmode is true) | 0.0 | null | PoisonEffect (StickyGet instead if property is Sticky ) |
BubbleBurst |
null | Vector3.zero | false |
Logic sequence¶
- The amount of hits is determined. It's always 2 (random between 2 and 3 inclusive is hardmode is true)
- For each hits to do and as long as at least one player party member is alive (
hp
above 0 and not eatenby):- GetSingleTarget called
- Camera moves to look near the midpoint between this enemy and
playertargetentity
Blosh
sound plays- animstate set to 103
- The property of the DoDamage 1 call is determined. It's always
Poison
unless hardmode is true where it has a 50% chance to beSticky
instead - Yield for 0.75 seconds
Chew
sound playsSpin10
sound plays- A new
Prefabs/Objects/PoisonBubble
(Prefabs/Objects/StickyBubble
instead if the property isSticky
) GameObject is created rooted positioned at this enemy + (-1.5, 1.0, -0.1) with a scale of 0.35x - Projectile 1 call happens
- animstate set to 104
- Yield all frames until the bubble object is null (Projectile 1 call completed)
- Yield for 0.65 seconds
- SetDefaultCamera called
Scuttle2
sound plays via PlayMoveSound on loop usingsounds[9]
with 1.1 pitch and 0.8 volume- MoveTowards startp with 2.0 multiplier, 23 (
Chase
) walkstate and 13 (BattleIdle
) stopstate - Yield all frames until
forcemove
is done sounds[9]
stopped