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 Toss2
sound 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
forcemove
is done sounds[9]
stoppedheight
set to 0.0- y position set to the
height
value before this action - animstate set to 26 (
AirTackle
) FastWoosh
sound 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
) Turn2
sound 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
height
set 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
height
is restored to its value before this action- Yield for 0.2 seconds
bobrange
reset tostartbf
bobspeed
reset 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
checkingdead
is set to new coroutine called SeedlingTackle which will setcheckingdead
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 (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
forcemove
is done flip
is set to falsecheckingdead
set to null indicating the caller that the coroutine completed