hostile
Vars | |
charge_cooldown | Declares a cooldown for potential charges right off the bat. |
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charge_distance | In a charge, how many tiles will the charger travel? |
charge_frequency | How often can the charging mob actually charge? Effects the cooldown between charges. |
charge_state | Tracks if the target is actively charging. |
charger | When a target is found, will the mob attempt to charge at it's target? |
knockdown_time | If the mob is charging, how long will it stun it's target on success, and itself on failure? |
move_to_delay | delay for the automated movement. |
stat_attack | Mobs ignore mob/living targets with a stat lower than that of stat_attack. If set to DEAD, then they'll include corpses in their targets, if to HARD_CRIT they'll keep attacking until they kill, and so on. |
target | The current target of our attacks, use GiveTarget and LoseTarget to set this var |
Procs | |
AICanContinue | AI Status |
ListTargets | HOSTILE MOB TARGETTING AND AGGRESSION |
can_charge_target | Proc that checks if the mob can charge attack. |
charge_end | Proc that handles a charge attack after it's concluded. |
death | END HOSTILE MOB TARGETTING AND AGGRESSION |
enter_charge | Proc that handles a charge attack windup for a mob. |
handle_charge_target | Proc that throws the mob at the target after the windup. |
throw_impact | Proc that handles the charge impact of the charging mob. |
Var Details
charge_cooldown
Declares a cooldown for potential charges right off the bat.
charge_distance
In a charge, how many tiles will the charger travel?
charge_frequency
How often can the charging mob actually charge? Effects the cooldown between charges.
charge_state
Tracks if the target is actively charging.
charger
When a target is found, will the mob attempt to charge at it's target?
knockdown_time
If the mob is charging, how long will it stun it's target on success, and itself on failure?
move_to_delay
delay for the automated movement.
stat_attack
Mobs ignore mob/living targets with a stat lower than that of stat_attack. If set to DEAD, then they'll include corpses in their targets, if to HARD_CRIT they'll keep attacking until they kill, and so on.
target
The current target of our attacks, use GiveTarget and LoseTarget to set this var
Proc Details
AICanContinue
AI Status
ListTargets
HOSTILE MOB TARGETTING AND AGGRESSION
can_charge_target
Proc that checks if the mob can charge attack.
charge_end
Proc that handles a charge attack after it's concluded.
death
END HOSTILE MOB TARGETTING AND AGGRESSION
enter_charge
Proc that handles a charge attack windup for a mob.
handle_charge_target
Proc that throws the mob at the target after the windup.
throw_impact
Proc that handles the charge impact of the charging mob.