Sneil
¶
HardMode changes¶
HardMode being true does the following changes:
- In the projectile beam move, the projectile takes 1 / 0.04 frames (25 frames) for the projectile to move to its target instead of 1 / 0.03 frames (~33.3333333334 frames)
Move selection¶
1 move is possible:
- A single target projectile beam
Move 1 is always done.
Move 1 - Projectile beam¶
A single target projectile beam
nonphyscal
set to true¶
This move always sets nonphyscal
to true which affects the effects of the FrostBite
, SpikeBod
and PoisonTouch
medal if equipped on the target
Projectile calls¶
# | Conditions | damage | property | attacker | playertarget | obj | speed | height | extraargs | destroyparticle | audioonhit | audiomoving | spin | nosound |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Always happen | 2 | Sleep | This enemy | playertargetID after GetSingleTarget |
A new GameObject rooted with a SpriteRenderer using the projectilepsrites[4] sprite (a bolt projectile) |
0.03 (~33.33333334 frames of movement) if hardmode is false, 0.04 if it's true (25 frames of movement) | 0.0 | keepcolor |
deathsmokelow |
null | null | Vector3.zero | false |
Logic sequence¶
checkingdead
is set to new coroutine called SnailBeam which will setcheckingdead
to null upon completion- Yield all frames until
checkingdead
is null
This is what the coroutine effectively does:
- GetSingleTarget called
- Camera moves to look near the midpoint between this enemy and
playertargetentity
position - animstate set to 100
- Yield for 0.5 seconds
- animstate set to 101
Lazer
sound plays- The projectile GameObject is created rooted with position being this enemy position + (-1.25, 1.0, -0.1), angles of 90.0 in z, scale of (0.5, 0.5, 0.5), sprite of
projectilepsrites[4]
sprite (a bolt projectile) and magenta color (the color is ignored because of thekeepcolor
argument sent to Projectile) - Projectile call 1 happens
- Yield all frames until the projectile is null (it was destroyed meaning Projectile is done)
- Yield for 0.5 seconds
checkingdead
set to null informing the caller that the coroutine completed