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ShockWorm

HardMode changes

HardMode being true does the following changes:

  • After attacking, the odds to set isdefending to true with 2 defenseonhit changes to 51% from 31% which also means that the chances they set isdefending to false with 0 defenseonhit changes to 49% from 69%

Move selection

1 move is possible:

  1. A single target electric shock attack

Move 1 is always used.

Post move logic

The following logic is always done after using a move:

  • If a 31% RNG check passes (51% instead if hardmode is true):
    • FlipAngle called with setangle
    • TextBack sound plays
    • IsDefending set to true
    • defenseonhit set to 2
    • animstate and the local startstate set to 24 (Block)
    • FlipSimple called
    • Yield for 0.5 seconds
  • Otherwse (the RNG check failed):
    • If isdefending is true, TextBack2 sound plays
    • The local startstate is set to 0 (Idle)
    • isdefending set to false
    • defenseonhit set to 0

Move 1 - Electric shock attack

A single target electric shock attack.

DoDamage calls

# Conditions attacker target damageammount property overrides block
1 Always happen This enemy playertargetID after GetSingleTarget 2 Numb null commandsuccess

Logic sequence

  • GetSingleTarget called
  • Camera moves to look near playerdata[playertargetID]
  • MoveTowards playertargetentity position + (1.0, 0.0, -0.1) with 2.0 multiplier
  • Yield all frames until forcemove is done
  • animstate set to 100
  • Charge17 sound plays
  • ShakeSprite called with intensity (0.1, 0.0, 0.0) and 30.0 frametimer
  • Yield for 0.5 seconds
  • animstate set to 101
  • DoDamage 1 call happens
  • ElecFast particles plays at this enemy position + (0.0, 0.5, -0.1)
  • Shock sound plays
  • Yield for 0.7 seconds
  • SetDefaultCamera called
  • MoveTowards startp with 2.0 multiplier
  • Yield all frames until forcemove is done