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 setisdefending
to false with 0defenseonhit
changes to 49% from 69%
Move selection¶
1 move is possible:
- 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 falsedefenseonhit
set to 0
- If isdefending is true,
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