Seedling¶
EnemyCheck special logic¶
Before this enemy is loaded, it's possible that StartBattle overrides it to a GoldenSeedling. This also applies to the FlyingSeedling variant. See the documentation to learn more.
Move selection¶
2 move are possible:
- A single target aerial strike attack
- A single target tackle attack
Move 1 is always done when the position is Flying while move 2 is always done otherwise.
Move 1 - 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 |
2 | null | null | commandsuccess |
Logic sequence¶
- GetSingleTarget called
- Camera moves to look near
playerdata[playertargetID], but zoomed in Toss2sound plays via PlayMoveSound on loop usingsounds[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
forcemoveis done sounds[9]stoppedheightset to 0.0- y position set to the
heightvalue before this action - animstate set to 26 (
AirTackle) FastWooshsound plays- Over the course of 1 / 0.055 frames (~18.181818 frames), this enemy 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 26 (
AirTackle) Turn2sound plays- Over the course of 1 / 0.07 frames (~14.285714 frames), this enemy moves to
playerdata[playertargetID]position + (0.0, 1.0, -0.1) via a lerp - DoDamage call 1 happens
- Yield for 0.15 seconds
heightset to 0.2- animstate set to 1 (
Walk) - Over the course of 1 / 0.045 frames (~22.22222 frames), this enemy moves to its position before the BeizierCurve3 movement earlier via a lerp
- y position is set to 0.0
heightis restored to its value before this action- Yield for 0.2 seconds
bobrangereset tostartbfbobspeedreset tostartbs- FlipAngle called with setangle
Move 2 - Tackle attack¶
A single target tackle attack
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
checkingdeadis set to new coroutine called SeedlingTackle which will setcheckingdeadto null upon completion- Yield all frames until
checkingdeadis null - FlipAngle called with setangle
This is what the coroutine effectively does:
- animstate set to 23 (
Chase) - Done 2 times:
- Jump called
Jumpsound plays with 0.75 pitch and 1.6 volume- Yield for 0.1 seconds
- Yield all frames until
ongroundgoes 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
forcemoveis done - Yield for 0.2 seconds
Spin10sound 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
forcemoveis done - DoDamage 1 call happens
- Jump called
flipset to false (withoverrideflip)- 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
forcemoveis done flipis set to falsecheckingdeadset to null indicating the caller that the coroutine completed