Zombee
¶
HardMode changes¶
HardMode being true does the following changes:
- The move usage odds changes to favor more the darts throws move
- In the darts throws move, the speed of each projectile changes to 21.0 from 32.0
Move selection¶
2 moves are possible:
- A single target double slash
- A multiple targets triple darts throws
The decision of which move to use are based on the following odds which changes based on if hardmode is true or not:
Move | Odds when hardmode is false | Odds when hardmode is true |
---|---|---|
1 | 59% | 39% |
2 | 41% | 61% |
Move 1 - Double slash¶
A single target double slash.
BasicAttack calls¶
# | Conditions | enemyid | walkstate | attackstate | attackstate2 | damage | offset | property | shake | delay | sounds | dontgettarget |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Always happen | This enemy | 1 (Walk ) |
100 | 102 | 2 | (1.25, 0.0, -0.1) | Poison | 0.0 | 0.5 seconds | ,Toss7 |
false |
2 | Always happen after BasicAttack 1 | This enemy | 1 (Walk ) |
102 | 103 | 2 | (1.25, 0.0, -0.1) | Sleep | 0.0 | 0.2 seconds | ,Toss8 |
true |
Logic sequence¶
checkingdead
set to the BasicAttack 1 call- Yield all frames until
checkingdead
is null (BasicAttack 1 completed) checkingdead
set to the BasicAttack 2 call- Yield all frames until
checkingdead
is null (BasicAttack 2 completed)
Move 2 - Triple darts throws¶
A multiple targets triple darts throws.
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.
Projectile calls¶
# | Conditions | damage | property | attacker | playertarget | obj | speed | height | extraargs | destroyparticle | audioonhit | audiomoving | spin | nosound |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Always happen 3 times, but each calls requires to have at least 1 player party member whose hp is above 0 and not eatenby |
3 | Sleep | This enemy | playertargetID after GetSingleTarget (target changes for each calls) |
A new sprite object using the projectilepsrites[2] sprite (spiky projectile) positioned at this enemy + (-1.0, 1.0, -0.1) with a pure gray color and a z angle of -90.0 |
32.0 (21.0 instead if hardmode is true) | 0.0 | null | null | null | null | Vector3.zero | false |
Logic sequence¶
- Done 3 times:
- If there isn't at least 1 player party member whose
hp
is above 0 and not eatenby, this action ends prematurely - GetSingleTarget called
Rope
sound plays- Camera moves to look near the midpoint between this enemy and
playertargetentity
- animstate set to 28 (
TossItem
) - Yield for 0.5 seconds
Toss
sound plays- A new sprite object is created using the
projectilepsrites[2]
sprite (spiky projectile) positioned at this enemy + (-1.0, 1.0, -0.1) with a pure gray color and a z angle of -90.0 - DoProjectile 1 call happens
- Yield for 0.33 seconds
- animstate set to 0 (
Idle
) - Yield all frames until the sprite object is null (Projectile 1 completed)
- Yield for 0.5 seconds
- If there isn't at least 1 player party member whose