Special animid startup¶
This is the part of CheckSpecialID that deals with specific AnimIDs:
GoldenSeedling
: setups thePrefabs/Particles/GoldStars
RizGrandpa
: creates a line to render as a fishing rod's lineSeedlingKing
: Adjusts theheight
andinitialheight
in battle and setups 4subentity
which will be seedling rendered under himMidge
: Setups 2 wings in theextra
array with their sprite set toSprites/Entities/Midge
Cape
: setups thePrefabs/Particles/Snowflakes
if it's an ice variant orPrefabs/Particles/Flame
if it's a fire one to the onlyextra
. The fire variant is in effect only ifforefire
is true OR that the current map is in Giant's Lair except for GiantLairFridgeInside. Finally, the fire variant has itsanimid
overriden to FireCapeWatcher
: setup theextra
to be 2 elements and setup the first one to bePrefabs/Objects/WatcherBook
. The materials of the pages of the models is adjusted to the holosprite one ifhologram
is true. Finally,nodigpart
is overridden to trueKrawler
: Very similar toCape
, except theanimid
to override on the fire variant isFireKrawler
and if it's the ice variant AND it is notinice
, then the particle are stopped with playOnAwake turned offCursedSkull
: Same thanKrawler
except theanimid
overridden on the fire variant is FireWardenAhoneynation
: Therotater
gets a SpriteBounce setup with 0.03 as the frequency and 9.0 as the speedWaspTwinA
:basestate
is set to Sad if they are following an entityNone
: therigid
's gravity is disabled on top of its constraint being set to freeze all. Additionally, theccol
is disabledCoilyVine
: the same thing thanNone
on top of overriding the check to load a prefab model for laterBeeBoss
: thePrefabs/Particles/BeeBossBottomSmoke
from the root of the asset tree is setup as a child toshadowtransform
.shadowtransform
's local position is then set to 0BeeBot
: ensures that the enemydata[battleid].data has one element which contains a random number being either 0 or 1. From there UpdateAnimSpecific is calledCrystalBerry
:Prefabs/Objects/CrystalBerry
from the root of the asset tree is added as model via AddModel with the offset coming fromendata
'smodeloffset
. Theanimid
is overriden to 3 with aspin
set on the y axis anditem
set to trueSeedling
: the speed is set to 2.5 if it was 0.0 or below on top of thenpcdata
'sspeedmultiplier
being set to 1.0 if it is presentAngryPlant
:Prefabs/Objects/LeafSkirt
from the root of the asset tree is setup as the onlyextras
. This includes setting all child's shadowCastingMode to off and to set the correct materials ifhologram
andcotunknown
(the later being changing the color to pure black with 50% transparency)Turret
:Prefabs/Objects/turretbase
from the root of the asset tree is setup as the onlyextras
.cotunknown
changes its material color to pure black with 50% transparencyWaspDriller
: if npcdata.vectordata[0].y is -2.0, setup an item sprite as the onlyextra
where the Items id is npcdata.vectordata[0].x and its flipX is trueZombeetle
: Same as WaspDriller, but also setup theextras
's angles and localscale on top