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:
- 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 toUnderground
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 usingsounds[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 falsespin
zeored outdigtime
set to 99.0- FlipAngle called with setangle
sounds[9]
stoppedDigPop
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 andhright
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 thanplayertargetentity
x position, DoDamage 1 call happens - Yield a frame
checkingdead
is set to a new Dig coroutine for this enemy to change its position toUnderground
with 0 jump (checkingdead
is set to null when completed)- Yield all frames until
checkingdead
is null - animstate set to 0 (
Idle
)