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Unmoveable

Prevents an Enemy with this behavior (either default or inrange) to not move during the Dizzy process. This doesn't have any logic, its presence is what affects the NPCControl.

Frequency meaning

None.

DoBehavior

No logic occurs here.

Explanation of the behavior and how it affects Dizzy

This behavior has no logic, but its presence (either the default or the inrange one) affects the Dizzy method.

Normally, between the 2 yield return null (each being a frame yield), and after the second one, there's several logic there to essentially launch and move the dazed Enemy. This behavior prevents all this logic to occur with the exception of the HitPart particles which will still play. Besides this, no logic occurs between the 2 frame yields and none after the second one.

The overall effect is while it allows the Enemy to be dizzy, it will not allow any movement when it happens.