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Tablet

Assumptions

It is assumed that a EverlastingKing is always present alongside this enemy as otherwise, this enemy will cause an exception to be thrown.

Fire damage infliction logic in CalculateBaseDamage

This enemy cannot be on fire meaning any Fire property damages will not inflict the Fire condition.

data usage

At the start of the action, if data is null or empty, it's initialised to be 1 element with a starting value of 0.

  • data[0]: An actor cooldown before using the shield move. When the move is used, the value is set to 2 (1 instead if hardmode is true). Every actor turn that this value is above 0, it is decremented, but at the expense of not using the shield move meaning it prevents it. The move only becomes usable again when the value is 0 or lower. Effectively, it's an antispam of 2 (1 if hardmode is true) completed actor turns before the shield move can be used

HardMode changes

HardMode being true does the following changes:

  • The value data[0] is set to when using the shield move changes to 1 from 2. It means that this enemy only needs to wait for 1 complete actor turn before using the move again instead of having to wait 2 complete actor turns

Move selection

1 moves is possible:

  1. Places a shield on EverlastingKing which inflicts them the Shield condition

Move 1 is always (and only) used if data[0] is 0 or below (the cooldown on the usage of the move expired).

Otherwise, the action is limited to data[0] being decremented, but move 1 won't be used.

Move 1 - Shields EverlastingKing

Places a shield on EverlastingKing which inflicts them the Shield condition. No damages are dealt.

Logic sequence

  • y spin set to 20.0
  • EverLastingKingSummonArtifact sound plays
  • TabletSpawn particles plays at this enemy position + 2.0 in y with 0.5 alivetime
  • Yield for 0.5 seconds
  • The first occurence of EverlastingKing in enemydata is obtained (its presence is assumed)
  • CreateShield called on EverlastingKing
  • Shield sound plays
  • EverlastingKing's bubbleshield's targetscale set to (1.5, 3.0, 2.0)
  • EverlastingKing's overrideshieldpos's set to (0.0, 1.65, 0.0)
  • EverlastingKing's shieldenabled's set to true
  • SetCondition called to inflict the Shield condition on EverlastingKing for 2 main turns
  • data[0] set to 2 (1 instead if hardmode is true)
  • SlowSpinStop called on this enemy's spin with 30.0 frametime
  • Yield for 0.5 seconds