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:
Jumpsound 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
trailset to true- MoveTowards
playertargetentityposition + (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
forcemoveis done trailset to falseWoosh4sound 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
Woosh5sound plays- animstate set to 101
- Yield for 0.5 seconds
- Camera moves to look near
playertargetentity - animstate set to 23 (
Chase) - Yield a frame
trailset to true- MoveTowards
playertargetentityposition + (2.0, 0.0, -0.1) with 2.25 multiplier using 23 (Chase) as walkstate and 102 as stopstate - Yield all frames until
forcemoveis done Wooshsound playstrailset 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) Toss3sound playsToss4sound 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
playertargetentityposition + (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
Woosh5sound plays- animstate set to 101
- Yield for 0.5 seconds
- animstate set to 0 (
Idle)