WaspTrooper
¶
MainManager.GetEXP special logic¶
This enemy features special exp handling logic. Check the documentation to learn more.
HardMode changes¶
HardMode being true does the following changes:
- In the spear thrust move, the MoveTowards call is done with a multiplier of 2.7 instead of 2.5
- In the spear throw move, the yield interval before the throw is random between 0.6 and 0.9 seconds instead of being between 0.6 and 0.75 seconds
- In the spear throw move, the amount of frames that the spear takes to reach its target is random between 37.0 and 49.0 inclusive instead of always being 60.0
Move selection¶
3 moves are possible:
- A single target spear thrust
- A single target spear slash
- A single target spear throw
The decision of which move to use is based on the following odds:
Move | Odds |
---|---|
1 | 3/8 |
2 | 2/8 |
3 | 3/8 |
Move 1 - Spear thrust¶
A single target spear thrust
DoDamage calls¶
# | Conditions | attacker | target | damageammount | property | overrides | block |
---|---|---|---|---|---|---|---|
1 | Always happen | This enemy | playertargetID after GetSingleTarget |
2 | Pierce1 | null | commandsuccess |
1: Enemy piercing damages are disabled so this property does nothing, see the CalculateBaseDamage documentation to learn more
Logic sequence¶
- GetSingleTarget called
- animstate set to 23 (
Chase
) - Done 3 times:
Jump
sound played- Jump called
- Yield for 0.25 seconds
- Yield all frames while `onground is true
- Camera moves to look near
playertargetentity
- animstate set to 23 (
Chase
) - Yield a frame
trail
set to true- MoveTowards
playertargetentity
position + (2.25, 0.0, -0.1) with 2.5 multiplier (2.7 instead if hardmode is true) using 23 (Chase
) as walkstate and 100 as stopstate - Yield all frames until
forcemove
is done trail
set to falseWoosh4
sound plays- DoDamage 1 call happens
- Yield for 0.5 seconds
Move 2 - Spear slash¶
A single target spear slash
DoDamage calls¶
# | Conditions | attacker | target | damageammount | property | overrides | block |
---|---|---|---|---|---|---|---|
1 | Always happen | This enemy | playertargetID after GetSingleTarget |
3 | null | null | commandsuccess |
Logic sequence¶
- GetSingleTarget called
Woosh5
sound plays- animstate set to 101
- Yield for 0.5 seconds
- Camera moves to look near
playertargetentity
- animstate set to 23 (
Chase
) - Yield a frame
trail
set to true- MoveTowards
playertargetentity
position + (2.0, 0.0, -0.1) with 2.25 multiplier using 23 (Chase
) as walkstate and 102 as stopstate - Yield all frames until
forcemove
is done Woosh
sound playstrail
set to false- DoDamage 1 call happens
- Yield for 0.5 seconds
Move 3 - Spear throw¶
A single target spear throw
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.
DoDamage calls¶
# | Conditions | attacker | target | damageammount | property | overrides | block |
---|---|---|---|---|---|---|---|
1 | Always happen | This enemy | playertargetID after GetSingleTarget |
3 | null | null | commandsuccess |
Logic sequence¶
- GetSingleTarget called
- animstate set to 103
- Yield for a random interval between 0.6 and 0.75 seconds (the upper bound is 0.9 seconds instead if hardmode is true)
- animstate set to 28 (
TossItem
) Toss3
sound playsToss4
sound plays- A new sprite object is created rooted using
projectilepsrites[6]
sprite (a spear) at this enemy position + (0.0, 1.5, -0.1) - Over the course of 60.0 frames (random between 37.0 and 50.0 frames instead if hardmode is true), the spear moves to
playertargetentity
position + (0.75, 1.25, -0.1) via a BeizierCurve3 with a ymax of 5.0 and its z angle changes from 50.0 to 140.0 via a lerp - The spear gets destroyed
- DoDamage 1 call happens
- Yield for 0.5 seconds
Woosh5
sound plays- animstate set to 101
- Yield for 0.5 seconds
- animstate set to 0 (
Idle
)