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Mothfly

HardMode changes

HardMode being true does the following changes:

  • The odds to use the self sacrifice move when all other conditions are fufilled changes to 50% from 35%

Move selection

3 move are possible:

  1. Self sacrifices themsevles to heal a FalseMonarch or MothflyCluster by all of this enemy's hp
  2. A single target aerial strike attack
  3. A single target tackle attack, UNUSED

Move 1 is always (and only) used if all the following conditions are fufilled:

  • flags 400 is false (temporary global flag, but the check here is specifically meant for having this move disabled during the fight in event 222 which is the event related to the Rebecca BoardQuest as the event puts it to true before the fight and back to false after)
  • There's at least 1 FalseMonarch or MothflyCluster in the enemy party and the first occurence of either has an HPPercent below 1.0 (not at full hp)
  • This enemy's turnsalive is above 0 (they're not only alive, but they also performed a complete actor turn before)
  • A 35% RNG check passes (50% instead if hardmode is true)

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:

  • checkingdead is set to a new ChangePosition call to set the position to Flying (checkingdead set to null when completed)
  • Yield all frames until checkingdead is null

Move 1 - Self sacrifice

Self sacrifices themsevles to heal a FalseMonarch or MothflyCluster by all of this enemy's hp. No damages are dealt.

Logic sequence

  • The first occurence of a FalseMonarch or MothflyCluster in the enemydata is selected as the receiver of the heal
  • Emoticon called on this enemy with the Exclamation emote with 30 time
  • Yield all frames until emoticoncooldown expires
  • Camera moves to look near the receiver position
  • This enemy FaceTowards the receiver
  • Toss12 sound plays
  • ForceMove called on this enemy to move to the receiver position + (0.0, -0.5 or 0.75 instead if the receiver has a height above 0.0, -0.1) with 20.0 frametime without changeanim
  • Yield all frames until forcemoving is done
  • startp is set to this enemy's startscale
  • Over the course of 21.0 frames, this enemy's startscale changes to 0.0x via a lerp
  • startp set to Vector3.zero
  • Heal called to heal the receiver by an amount of hp equal to the amount of this enemy
  • Heal sound plays
  • HealPing sound plays
  • Yield for 0.5 seconds
  • selfsacrifice set to true which prevents some logic to happen in post action since this enemy is set to die soon
  • CleanKill called on this enemy which turns this enemy into a blank actor shell placing their battleentity at startp

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
  • Toss2 sound plays via PlayMoveSound on loop using sounds[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 forcemove is done
  • sounds[9] stopped
  • height set to 0.0
  • y position set to the height value before this action
  • animstate set to 11 (Hurt)
  • FastWoosh sound 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 100
  • Yield for 0.2 seconds
  • animstate set to 100
  • Turn2 sound 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
  • height set 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
  • height is restored to its value before this action
  • Yield for 0.2 seconds
  • bobrange reset to startbf
  • bobspeed reset to startbs
  • 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
  • checkingdead is set to new coroutine called SeedlingTackle which will set checkingdead to null upon completion
  • Yield all frames until checkingdead is null
  • FlipAngle called with setangle

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