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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:

  1. A single target bite attack
  2. 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 using sounds[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] stopped
  • Chew 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 using sounds[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 be Sticky instead
    • Yield for 0.75 seconds
    • Chew sound plays
    • Spin10 sound plays
    • A new Prefabs/Objects/PoisonBubble (Prefabs/Objects/StickyBubble instead if the property is Sticky) 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 using sounds[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