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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:

  1. A single target double slash
  2. 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