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WaspBomber

HardMode changes

HardMode being true does the following changes:

  • In the bomb throw move, the amount of frames the bomb takes to reach its target is random between 41.0 and 50.0 frames instead of being random between 41.0 and 60.0 frames

Move selection

1 moves is possible:

  1. A party wide bomb throw of a random type

Move 1 is always used.

Move 1 - Bomb throw

A party wide bomb throw of a random type.

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.

PartyDamage calls

# Conditions caller damage property block jumpheight spinammount jumpevenonblock overrides
1 Always happen This enemy 2 (4 instead if the bomb thrown is a SpicyBomb) Depends on the bomb thrown: commandsuccess 0.0 Vector3.zero false null

1: This is unexpected because of an issue where no effects are applied to this bomb type. It was expected to inflict DefenseDown, but that doesn't happen even after this call

Logic sequence

The bomb type is determined with random odds:

  • SpicyBomb: 3/7
  • PoisonBomb: 1/7
  • SleepBomb: 1/7
  • FrostBomb: 1/7
  • NumbBomb: 1/7

However, if it's a SleepBomb, FrostBomb or NumbBomb and any of the player party members have the Freeze, Numb or Sleep conditions, the result is rerolled to be one of the following with equal chances each:

  • SpicyBomb
  • PoisonBomb
  • BurlyBomb

After determining the bomb type, this is what the logic does:

  • animstate set to 100
  • TwistDoorEnter sound plays
  • A new sprite object is created rooted with the matching item sprite at this enemy position + (-0.6, 1.4, -0.1)
  • Over the course of 23.0 frames, the bomb moves to this enemy position + (-0.6, 3.2, -0.1)
  • Yield for 0.15 seconds
  • Toss12 sound plays
  • Over the course of an amount of frames between 41.0 and 61.0 (the upper bound is 51.0 instead if hardmode is true), the bomb moves to partymiddle via a BeizierCurve3 with a ymax of the total amount of frames / 10.0 + 2. Before each frame yield, the z angle of the bomb increases by 20.0
  • Explosion sound plays
  • Different effects happens depending on the bomb type (except for BurlyBomb where no effects happen):
    • SpicyBomb:
      • ShakeScreen called with an ammount of 0.2 and 0.75 time with dontreset
      • Explosion particles plays at partmymiddle
    • PoisonBomb:
      • ShakeScreen called with an ammount of 0.1 and 0.75 time
      • PoisonEffect particles plays at partmymiddle with 2x scale
    • SleepBomb:
      • ShakeScreen called with an ammount of 0.1 and 0.75 time
      • DeathSmoke particles plays at partmymiddle with 2x size
    • FrostBomb:
      • ShakeScreen called with an ammount of 0.1 and 0.75 time
      • mothicenormal particles plays at partmymiddle with 3x scale
    • NumbBomb:
      • ShakeScreen called with an ammount of 0.1 and 0.75 time
      • ElecFast particles plays at partmymiddle with 2x scale
      • impactsmoke particles plays at partmymiddle
  • PartyDamage 1 call happens
  • The bomb gets destroyed
  • Yield for 0.5 seconds