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:
- 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
: 3/7PoisonBomb
: 1/7SleepBomb
: 1/7FrostBomb
: 1/7NumbBomb
: 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 atpartmymiddle
PoisonBomb
:- ShakeScreen called with an ammount of 0.1 and 0.75 time
PoisonEffect
particles plays atpartmymiddle
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 atpartmymiddle
with 3x scale
NumbBomb
:- ShakeScreen called with an ammount of 0.1 and 0.75 time
ElecFast
particles plays atpartmymiddle
with 2x scaleimpactsmoke
particles plays atpartmymiddle
- PartyDamage 1 call happens
- The bomb gets destroyed
- Yield for 0.5 seconds