Skip to content

Sandworm

HardMode changes

HardMode being true does the following changes:

  • In the underground attack move, the time the enemy takes to move towards its target by digging is 31.0 frames instead of 41.0 frames. This happens before the actual attack movement after undigging

Move selection

1 moves are possible:

  1. A single target underground attack

Move 1 is always used

Pre move logic

The following logic always happen at the start of the actor turn:

  • checkingdead is set to a new Dig coroutine for this enemy to change its position to Underground with 0 jump (checkingdead is set to null when completed)
  • Yield all frames until checkingdead is null

Move 1 - Underground attack

A single target underground attack.

DoDamage calls

# Conditions attacker target damageammount property overrides block
1 Always happen This enemy playertargetID after GetSingleTarget 3 Pierce1 null commandsuccess

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

Logic sequence

  • GetSingleTarget called
  • Digging sound plays on loop using sounds[9]
  • Camera moves to look near the midpoint between this this enemy and playertargetentity
  • Over the course of 51.0 frames, this enemy moves in x to startp.x + a BeizierFloat with a height of 2.25
  • animstate set to 100
  • Over the course of 41.0 frames (31.0 frames instead if hardmode is true), this enemy moves to playertargetentity position + (2.0, 0.0, -0.1)
  • digging set to false
  • spin zeored out
  • digtime set to 99.0
  • FlipAngle called with setangle
  • sounds[9] stopped
  • DigPop sound plays
  • Over the course of 21.0 frames, this enemy moves in x to playertargetentity x position + a lerp from 2.0 to -2.0 and hright is set to a BeizierFloat curve with a height of 1.6. On the first frame that this enemy x position is equal or less than playertargetentity x position, DoDamage 1 call happens
  • Yield a frame
  • checkingdead is set to a new Dig coroutine for this enemy to change its position to Underground with 0 jump (checkingdead is set to null when completed)
  • Yield all frames until checkingdead is null
  • animstate set to 0 (Idle)