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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:

  1. 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 set checkingdead 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 the keepcolor 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