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@NJ-006
Last active October 26, 2024 09:18
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---mobdefinition_Destructor---
Prefab :: colossus
Range Behavior :: [[Short Ranged]]
Abilities :: [[Hunter Phase One Mines]] [[Hunter Phase One Shotgun]] [[Hunter Phase Two Divider]] [[Hunter Phase Two Boss Shotgun]] [[Hunter Phase Two Turret Shotgun]] [[Hunter Phase Three Stationary Bullet Big]] [[Hunter Phase Three Shotgun Waves]] [[Hunter Phase Three Stationary Bullet Small]] [[Hunter Phase Three Teleport Waves]] [[Hunter Phase Three Teleport Explosion]] [[Hunter Phase Three Teleport Shotgun]] [[Hunter Phase Four Divider]] [[Hunter Phase Four Boss Shotgun]] [[Hunter Phase Four Turret Shotgun]] [[Hunter Phase Four Middle Explosion]] [[Hunter Phase Four Boss Chase Explosion]] [[Hunter Phase Five Turrets Two]] [[Hunter Phase Five Turrets One]] [[Hunter Phase Five Walls]] [[Hunter Phase Five Room Divider]] [[Hunter Phase Five Room Limiter]] [[Hunter Phase Five Shotguns]] [[Hunter Phase Five Big Shotgun]] [[Hunter Phase Six Spiral]] [[Hunter Phase Six Middle Explosion]] [[Hunter Phase Six Room Limiter]] [[Hunter Phase Six Micro]] [[Hunter Phase Six Attack Two Throw]] [[Hunter Phase Six Attack One Explosion]] [[Hunter Phase Six Attack One Line]] [[Hunter Phase Six Attack One Shotgun]] [[Hunter Phase Six Mines]]
Bounding Box :: 0 2.73 2.5 3.0
Speed:400
Type :: Boss
Loot :: [[Colossus]]
---ability_Hunter Phase One Mines---
Bullet Definition :: [[hunterponemines]]
Max Range :: 100.0
VFX Cast :: trigger:Buff*
---bulletdef_hunterponemines---
sprite CirclePool 2
potency 250
fire 0 relative 0
aoeexplosion
radius 2
timedFill 40
damageEvery 40
wait 40
vfx ColossusExplosion 5
wait 1
vanish
wait 40
sprite Basic 4
potency 333
fire 0 absolute 0
radius 1.25
wait 230
---ability_Hunter Phase One Shotgun---
Bullet Definition :: [[hunterponesgun]]
VFX Charging :: trigger:Attack*
---bulletdef_hunterponesgun---
potency 100
radial bullets:24 speed:4
wait 100
wait 3
radial bullets:24 speed:4
wait 100
---mobdefinition_Assassin---
Prefab :: assassin
Range Behavior :: [[Close Ranged]]
Abilities :: [[Abilities/Assassin]]
Bounding Box :: 0.0 0.6 1.0 1.2
Speed:700
---ability_Assassin---
Bullet Definition :: [[basic]]
Cooldown :: 1.25
VFX Charging :: trigger:Attack*
Cast Time :: 0.15
Lock Time :: 0.15
---bulletdef_basic---
potency 100
nway bullets:4 speed:7 spread:45 angle:0 maxAngle:135 directionType:relative
---ability_Hunter Phase Two Divider---
Bullet Definition :: [[hunterptwodivider]]
Max Range :: 100.0
---bulletdef_hunterptwodivider---
sprite CirclePool 1
potency 0
fire 0 relative 0
aoeexplosion
radius 1
timedFill 40
damageEvery 40
wait 41
vanish
wait 40
sprite Basic
potency 100
line speed:8 bullets:1 delay:0 angle:90 directionType:absolute
wait 30
vanish
line speed:8 bullets:1 delay:0 angle:180 directionType:absolute
wait 30
vanish
line speed:8 bullets:1 delay:0 angle:270 directionType:absolute
wait 30
vanish
line speed:8 bullets:1 delay:0 angle:360 directionType:absolute
wait 30
vanish
wait 2
line speed:8 bullets:1 delay:0 angle:90 directionType:absolute
wait 30
vanish
line speed:8 bullets:1 delay:0 angle:180 directionType:absolute
wait 30
vanish
line speed:8 bullets:1 delay:0 angle:270 directionType:absolute
wait 30
vanish
line speed:8 bullets:1 delay:0 angle:360 directionType:absolute
wait 30
vanish
wait 2
line speed:8 bullets:1 delay:0 angle:90 directionType:absolute
wait 30
vanish
line speed:8 bullets:1 delay:0 angle:180 directionType:absolute
wait 30
vanish
line speed:8 bullets:1 delay:0 angle:270 directionType:absolute
wait 30
vanish
line speed:8 bullets:1 delay:0 angle:360 directionType:absolute
wait 30
vanish
wait 2
line speed:8 bullets:1 delay:0 angle:90 directionType:absolute
wait 30
vanish
line speed:8 bullets:1 delay:0 angle:180 directionType:absolute
wait 30
vanish
line speed:8 bullets:1 delay:0 angle:270 directionType:absolute
wait 30
vanish
line speed:8 bullets:1 delay:0 angle:360 directionType:absolute
wait 30
vanish
wait 2
line speed:8 bullets:1 delay:0 angle:90 directionType:absolute
wait 30
vanish
line speed:8 bullets:1 delay:0 angle:180 directionType:absolute
wait 30
vanish
line speed:8 bullets:1 delay:0 angle:270 directionType:absolute
wait 30
vanish
line speed:8 bullets:1 delay:0 angle:360 directionType:absolute
wait 30
vanish
wait 2
line speed:8 bullets:1 delay:0 angle:90 directionType:absolute
wait 30
vanish
line speed:8 bullets:1 delay:0 angle:180 directionType:absolute
wait 30
vanish
line speed:8 bullets:1 delay:0 angle:270 directionType:absolute
wait 30
vanish
line speed:8 bullets:1 delay:0 angle:360 directionType:absolute
wait 30
vanish
---ability_Hunter Phase Two Boss Shotgun---
Bullet Definition :: [[hunterptwobshotgun]]
VFX Charging :: trigger:Attack*
---bulletdef_hunterptwobshotgun---
potency 100
nway speed:4 bullets:32 spread:90 angle:225 directionType:absolute
wait 100
nway speed:4 bullets:32 spread:90 angle:45 directionType:absolute
wait 100
wait 10
nway speed:4 bullets:18 spread:88 angle:225 directionType:absolute
wait 100
nway speed:4 bullets:18 spread:88 angle:45 directionType:absolute
wait 100
wait 8
nway speed:4 bullets:18 spread:86 angle:225 directionType:absolute
wait 100
nway speed:4 bullets:18 spread:86 angle:45 directionType:absolute
wait 100
wait 10
nway speed:4 bullets:32 spread:84 angle:225 directionType:absolute
wait 100
nway speed:4 bullets:32 spread:84 angle:45 directionType:absolute
wait 100
wait 26
nway speed:4 bullets:32 spread:90 angle:315 directionType:absolute
wait 100
nway speed:4 bullets:32 spread:90 angle:135 directionType:absolute
wait 100
wait 10
nway speed:4 bullets:18 spread:88 angle:315 directionType:absolute
wait 100
nway speed:4 bullets:18 spread:88 angle:135 directionType:absolute
wait 100
wait 8
nway speed:4 bullets:18 spread:88 angle:315 directionType:absolute
wait 100
nway speed:4 bullets:18 spread:88 angle:135 directionType:absolute
wait 100
wait 10
nway speed:4 bullets:32 spread:84 angle:315 directionType:absolute
wait 100
nway speed:4 bullets:32 spread:84 angle:135 directionType:absolute
wait 100
---ability_Hunter Phase Two Turret Shotgun---
Bullet Definition :: [[hunterptwotshotgun]]
Max Range :: 100.0
---bulletdef_hunterptwotshotgun---
sprite CirclePool 1
potency 0
fire 0 relative 0
aoeexplosion
radius 1
timedFill 40
damageEvery 40
wait 41
vanish
wait 40
sprite Basic
potency 100
radial bullets:14 speed:3 angle:2 directionType:relative
wait 110
vanish
wait 15
radial bullets:14 speed:3 angle:-2 directionType:relative
wait 110
vanish
---ability_Hunter Phase Three Stationary Bullet Big---
Bullet Definition :: [[hunterpthreebulletbig]]
Max Range :: 100.0
---bulletdef_hunterpthreebulletbig---
sprite CirclePool 1
potency 0
fire 0 relative 0
aoeexplosion
radius 1
timedFill 20
damageEvery 20
wait 21
vanish
wait 20
sprite Basic 2
potency 200
radial bullets:1 speed:0 angle:0 directionType:absolute
radius 0.75
wait 280
---ability_Hunter Phase Three Shotgun Waves---
Bullet Definition :: [[hunterpthreeshotgunwaves]]
VFX Charging :: trigger:Attack*
---bulletdef_hunterpthreeshotgunwaves---
potency 150
wait 2
radial bullets:10 speed:3 angle:0 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:3 angle:0 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:3 angle:0 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:3 angle:0 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:3 angle:0 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:3 angle:0 directionType:absolute
wait 1000
wait 6
radial bullets:10 speed:3 angle:17.5 directionType:absolute
wait 1000
radial bullets:10 speed:6 angle:0 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:3 angle:17.5 directionType:absolute
wait 1000
radial bullets:10 speed:6 angle:25 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:3 angle:17.5 directionType:absolute
wait 1000
radial bullets:10 speed:6 angle:50 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:3 angle:17.5 directionType:absolute
wait 1000
radial bullets:10 speed:6 angle:75 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:3 angle:17.5 directionType:absolute
wait 1000
radial bullets:10 speed:6 angle:100 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:3 angle:17.5 directionType:absolute
wait 1000
radial bullets:10 speed:6 angle:125 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:3 angle:0 directionType:absolute
wait 1000
radial bullets:10 speed:6 angle:150 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:3 angle:0 directionType:absolute
wait 1000
radial bullets:10 speed:6 angle:175 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:3 angle:0 directionType:absolute
wait 1000
radial bullets:10 speed:6 angle:200 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:3 angle:0 directionType:absolute
wait 1000
radial bullets:10 speed:6 angle:225 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:3 angle:0 directionType:absolute
wait 1000
radial bullets:10 speed:6 angle:250 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:3 angle:0 directionType:absolute
wait 1000
radial bullets:10 speed:6 angle:275 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:6 angle:300 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:6 angle:325 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:6 angle:350 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:6 angle:375 directionType:absolute
wait 1000
wait 3
radial bullets:10 speed:6 angle:400 directionType:absolute
wait 1000
---ability_Hunter Phase Three Stationary Bullet Small---
Bullet Definition :: [[hunterpthreebulletsmall]]
Max Range :: 100.0
---bulletdef_hunterpthreebulletsmall---
sprite CirclePool 1
potency 0
fire 0 relative 0
aoeexplosion
radius 1
timedFill 20
damageEvery 20
wait 21
vanish
wait 20
sprite Basic 1.5
potency 175
radial bullets:1 speed:0 angle:0 directionType:absolute
radius 0.6
wait 280
---ability_Hunter Phase Three Teleport Shotgun---
Bullet Definition :: [[hunterpthreetpshotgun]]
VFX Charging :: trigger:Attack*
---bulletdef_hunterpthreetpshotgun---
potency 175
wait 5
radial bullets:10 speed:2 angle:0 directionType:absolute
wait 10000
wait 4
radial bullets:10 speed:2 angle:0 directionType:absolute
wait 10000
wait 4
radial bullets:10 speed:2 angle:0 directionType:absolute
wait 10000
wait 4
radial bullets:10 speed:2 angle:0 directionType:absolute
wait 10000
radial bullets:10 speed:2 angle:17.5 directionType:absolute
wait 10000
wait 4
radial bullets:10 speed:2 angle:0 directionType:absolute
wait 10000
radial bullets:10 speed:2 angle:17.5 directionType:absolute
wait 10000
wait 4
radial bullets:10 speed:2 angle:0 directionType:absolute
wait 10000
radial bullets:10 speed:2 angle:17.5 directionType:absolute
wait 10000
wait 4
radial bullets:10 speed:2 angle:17.5 directionType:absolute
wait 10000
wait 4
radial bullets:10 speed:2 angle:17.5 directionType:absolute
wait 10000
radial bullets:10 speed:2 angle:27.25 directionType:absolute
wait 10000
radial bullets:10 speed:2 angle:-27.25 directionType:absolute
wait 10000
wait 4
radial bullets:10 speed:2 angle:17.5 directionType:absolute
wait 10000
radial bullets:10 speed:2 angle:27.25 directionType:absolute
wait 10000
radial bullets:10 speed:2 angle:-27.25 directionType:absolute
wait 10000
wait 4
radial bullets:10 speed:2 angle:27.25 directionType:absolute
wait 10000
radial bullets:10 speed:2 angle:-27.25 directionType:absolute
wait 10000
wait 4
radial bullets:10 speed:2 angle:27.25 directionType:absolute
wait 10000
radial bullets:10 speed:2 angle:-27.25 directionType:absolute
wait 10000
wait 4
radial bullets:10 speed:2 angle:27.25 directionType:absolute
wait 10000
radial bullets:10 speed:2 angle:-27.25 directionType:absolute
wait 10000
wait 4
radial bullets:10 speed:2 angle:27.25 directionType:absolute
wait 10000
radial bullets:10 speed:2 angle:-27.25 directionType:absolute
wait 10000
---ability_Hunter Phase Three Teleport Waves---
Bullet Definition :: [[hunterpthreetpwaves]]
VFX Charging :: trigger:Attack*
---bulletdef_hunterpthreetpwaves---
potency 150
wait 5
radial bullets:60 speed:2 angle:0 directionType:absolute
wait 10000
wait 4
potency 125
radial bullets:99 speed:7 angle:0 directionType:absolute
wait 10000
wait 16
potency 150
radial bullets:60 speed:2 angle:2 directionType:absolute
wait 10000
wait 4
potency 125
radial bullets:99 speed:7 angle:0 directionType:absolute
wait 10000
wait 16
potency 150
radial bullets:60 speed:2 angle:4 directionType:absolute
wait 10000
wait 4
potency 125
radial bullets:99 speed:7 angle:0 directionType:absolute
wait 10000
---ability_Hunter Phase Three Teleport Explosion---
Bullet Definition :: [[hunterpthreetpboom]]
VFX Charging :: trigger:Attack*
---bulletdef_hunterpthreetpboom---
sprite CirclePool 7
potency 450
fire 0 relative 0
aoeexplosion
radius 7
timedFill 80
damageEvery 80
wait 80
vfx ColossusExplosion 7
wait 1
wait 75
sprite Basic
potency 150
radial bullets:40 speed:3 angle:0 directionType:absolute
wait 1000
wait 16
radial bullets:40 speed:3 angle:4 directionType:absolute
wait 1000
---ability_Hunter Phase Four Boss Chase Explosion---
Bullet Definition :: [[hunterpfourbchasebomb]]
Max Range :: 0.0
---bulletdef_hunterpfourbchasebomb---
sprite CirclePool 1
potency 0
fire 0 relative 0
aoeexplosion
radius 1
timedFill 20
damageEvery 20
wait 31
vanish
wait 20
sprite Basic
color 3
potency 150
radial bullets:30 speed:4 angle:0 directionType:relative
wait 100
vanish
---ability_Hunter Phase Four Middle Explosion---
Bullet Definition :: [[hunterpfourmidbomb]]
Max Range :: 100.0
---bulletdef_hunterpfourmidbomb---
sprite CirclePool 1
potency 0
fire 0 relative 0
aoeexplosion
radius 1
timedFill 40
damageEvery 40
wait 41
vanish
wait 40
sprite Basic
potency 250
radial bullets:30 speed:1 angle:0 directionType:absolute
wait 50
vanish
---ability_Hunter Phase Four Divider---
Bullet Definition :: [[hunterpfourdivider]]
Max Range :: 100.0
---bulletdef_hunterpfourdivider---
sprite CirclePool 1
potency 0
fire 0 relative 0
aoeexplosion
radius 1
timedFill 40
damageEvery 40
wait 41
vanish
wait 40
sprite Basic
potency 175
line speed:8 bullets:1 delay:0 angle:45 directionType:absolute
wait 45
vanish
line speed:8 bullets:1 delay:0 angle:135 directionType:absolute
wait 45
vanish
line speed:8 bullets:1 delay:0 angle:225 directionType:absolute
wait 45
vanish
line speed:8 bullets:1 delay:0 angle:315 directionType:absolute
wait 45
vanish
wait 2
line speed:8 bullets:1 delay:0 angle:45 directionType:absolute
wait 45
vanish
line speed:8 bullets:1 delay:0 angle:135 directionType:absolute
wait 45
vanish
line speed:8 bullets:1 delay:0 angle:225 directionType:absolute
wait 45
vanish
line speed:8 bullets:1 delay:0 angle:315 directionType:absolute
wait 45
vanish
wait 2
line speed:8 bullets:1 delay:0 angle:45 directionType:absolute
wait 45
vanish
line speed:8 bullets:1 delay:0 angle:135 directionType:absolute
wait 45
vanish
line speed:8 bullets:1 delay:0 angle:225 directionType:absolute
wait 45
vanish
line speed:8 bullets:1 delay:0 angle:315 directionType:absolute
wait 45
vanish
wait 2
line speed:8 bullets:1 delay:0 angle:45 directionType:absolute
wait 45
vanish
line speed:8 bullets:1 delay:0 angle:135 directionType:absolute
wait 45
vanish
line speed:8 bullets:1 delay:0 angle:225 directionType:absolute
wait 45
vanish
line speed:8 bullets:1 delay:0 angle:315 directionType:absolute
wait 45
vanish
wait 2
line speed:8 bullets:1 delay:0 angle:45 directionType:absolute
wait 45
vanish
line speed:8 bullets:1 delay:0 angle:135 directionType:absolute
wait 45
vanish
line speed:8 bullets:1 delay:0 angle:225 directionType:absolute
wait 45
vanish
line speed:8 bullets:1 delay:0 angle:315 directionType:absolute
wait 45
vanish
wait 2
line speed:8 bullets:1 delay:0 angle:45 directionType:absolute
wait 45
vanish
line speed:8 bullets:1 delay:0 angle:135 directionType:absolute
wait 45
vanish
line speed:8 bullets:1 delay:0 angle:225 directionType:absolute
wait 45
vanish
line speed:8 bullets:1 delay:0 angle:315 directionType:absolute
wait 45
vanish
---ability_Hunter Phase Four Boss Shotgun---
Bullet Definition :: [[hunterpfourbshotgun]]
VFX Charging :: trigger:Attack*
---bulletdef_hunterpfourbshotgun---
potency 150
color 3
line speed:5 bullets:1 angle:0 directionType:relative
wait 450
vanish
line speed:5 bullets:1 angle:15 directionType:relative
wait 450
vanish
line speed:5 bullets:1 angle:-15 directionType:relative
wait 450
vanish
line speed:5 bullets:1 angle:30 directionType:relative
wait 450
vanish
line speed:5 bullets:1 angle:-30 directionType:relative
wait 450
vanish
wait 3
line speed:5 bullets:1 angle:5 directionType:relative
wait 450
vanish
line speed:5 bullets:1 angle:20 directionType:relative
wait 450
vanish
line speed:5 bullets:1 angle:35 directionType:relative
wait 450
vanish
line speed:5 bullets:1 angle:50 directionType:relative
wait 450
vanish
line speed:5 bullets:1 angle:65 directionType:relative
wait 450
vanish
wait 3
line speed:5 bullets:1 angle:0 directionType:relative
wait 450
vanish
line speed:5 bullets:1 angle:15 directionType:relative
wait 450
vanish
line speed:5 bullets:1 angle:-15 directionType:relative
wait 450
vanish
line speed:5 bullets:1 angle:30 directionType:relative
wait 450
vanish
line speed:5 bullets:1 angle:-30 directionType:relative
wait 450
vanish
wait 3
line speed:5 bullets:1 angle:-5 directionType:relative
wait 450
vanish
line speed:5 bullets:1 angle:-20 directionType:relative
wait 450
vanish
line speed:5 bullets:1 angle:-35 directionType:relative
wait 450
vanish
line speed:5 bullets:1 angle:-50 directionType:relative
wait 450
vanish
line speed:5 bullets:1 angle:-65 directionType:relative
wait 450
vanish
wait 3
line speed:5 bullets:1 angle:0 directionType:relative
wait 450
vanish
line speed:5 bullets:1 angle:15 directionType:relative
wait 450
vanish
line speed:5 bullets:1 angle:-15 directionType:relative
wait 450
vanish
line speed:5 bullets:1 angle:30 directionType:relative
wait 450
vanish
line speed:5 bullets:1 angle:-30 directionType:relative
wait 450
vanish
---ability_Hunter Phase Four Turret Shotgun---
Bullet Definition :: [[hunterpfourtshotgun]]
Max Range :: 100.0
---bulletdef_hunterpfourtshotgun---
sprite CirclePool 1
potency 0
fire 0 relative 0
aoeexplosion
radius 1
timedFill 40
damageEvery 40
wait 41
vanish
wait 40
sprite Basic
potency 125
radial bullets:14 speed:2 angle:0 directionType:absolute
wait 90
vanish
wait 6
radial bullets:14 speed:2 angle:17.5 directionType:absolute
wait 90
vanish
---ability_Hunter Phase Five Big Shotgun---
Bullet Definition :: [[hunterpfivebigun]]
Max Range :: 100.0
---bulletdef_hunterpfivebigun---
sprite Basic
potency 150
radial bullets:20 speed:3 angle:0 directionType:absolute
wait 1000
---ability_Hunter Phase Five Turrets Two---
Bullet Definition :: [[hunterpfivettwo]]
Max Range :: 100.0
---bulletdef_hunterpfivettwo---
sprite CirclePool 1
potency 0
fire 0 relative 0
aoeexplosion
radius 1
timedFill 40
damageEvery 40
wait 41
vanish
wait 40
sprite Basic
potency 125
repeat bullets:6 speed:3 spread:10 angle:180 maxAngle:360 directionType:absolute
wait 5000
---ability_Hunter Phase Five Turrets One---
Bullet Definition :: [[hunterpfivetone]]
Max Range :: 100.0
---bulletdef_hunterpfivetone---
sprite CirclePool 1
potency 0
fire 0 relative 0
aoeexplosion
radius 1
timedFill 40
damageEvery 40
wait 41
vanish
wait 40
sprite Basic
potency 125
repeat bullets:6 speed:3 spread:10 angle:0 maxAngle:180 directionType:absolute
wait 2000
---ability_Hunter Phase Five Shotguns---
Bullet Definition :: [[hunterpfiveshotgun]]
Max Range :: 100.0
---bulletdef_hunterpfiveshotgun---
sprite Basic
potency 150
color 3
nway bullets:3 speed:5 angle:0 spread:20 directionType:relative
wait 2000
nway bullets:3 speed:5 angle:180 spread:20 directionType:relative
wait 2000
wait 3
nway bullets:3 speed:5 angle:0 spread:20 directionType:relative
wait 2000
nway bullets:3 speed:5 angle:180 spread:20 directionType:relative
wait 2000
---ability_Hunter Phase Five Walls---
Bullet Definition :: [[hunterpfivewalls]]
Max Range :: 100.0
---bulletdef_hunterpfivewalls---
sprite Basic
potency 175
color 3
radial bullets:1 speed:5 angle:180 directionType:absolute
wait 2000
radial bullets:1 speed:5 angle:360 directionType:absolute
wait 2000
wait 3
radial bullets:1 speed:5 angle:180 directionType:absolute
wait 2000
radial bullets:1 speed:5 angle:360 directionType:absolute
wait 2000
---ability_Hunter Phase Five Room Limiter---
Bullet Definition :: [[hunterpfiveroomlimiter]]
Max Range :: 100.0
---bulletdef_hunterpfiveroomlimiter---
sprite CirclePool 2
potency 200
radial bullets:1 speed:5 angle:180 directionType:absolute
radius 2
wait 2000
---ability_Hunter Phase Five Room Divider---
Bullet Definition :: [[hunterpfiveroomdivider]]
Max Range :: 100.0
---bulletdef_hunterpfiveroomdivider---
sprite CirclePool 2
potency 200
radial bullets:1 speed:5 angle:90 directionType:absolute
radius 2
wait 2000
// phase 6
---ability_Hunter Phase Six Mines---
Bullet Definition :: [[hunterpsixmines]]
Max Range :: 0.0
---bulletdef_hunterpsixmines---
sprite CirclePool 1
potency 0
fire 0 relative 0
aoeexplosion
radius 1
timedFill 20
damageEvery 20
wait 21
vanish
wait 20
sprite Basic 1.5
potency 175
radial bullets:1 speed:0 angle:0 directionType:absolute
radius 0.6
wait 350
---ability_Hunter Phase Six Spiral---
Bullet Definition :: [[hunterpsixspiral]]
Max Range :: 100.0
---bulletdef_hunterpsixspiral---
sprite Basic
potency 125
repeat bullets:3 speed:3 angle:0 angleChange:120 directionType:absolute
wait 1000
wait 5
repeat bullets:3 speed:3 angle:15 angleChange:120 directionType:absolute
wait 1000
wait 5
repeat bullets:3 speed:3 angle:30 angleChange:120 directionType:absolute
wait 1000
wait 5
repeat bullets:3 speed:3 angle:45 angleChange:120 directionType:absolute
wait 1000
wait 5
repeat bullets:3 speed:3 angle:60 angleChange:120 directionType:absolute
wait 1000
wait 5
repeat bullets:3 speed:3 angle:75 angleChange:120 directionType:absolute
wait 1000
wait 5
repeat bullets:3 speed:3 angle:90 angleChange:120 directionType:absolute
wait 1000
wait 5
repeat bullets:3 speed:3 angle:105 angleChange:120 directionType:absolute
wait 1000
---ability_Hunter Phase Six Middle Explosion---
Bullet Definition :: [[hunterpsixmidbomb]]
Max Range :: 100.0
---bulletdef_hunterpsixmidbomb---
sprite CirclePool 5
potency 200
radial bullets:1 speed:0 angle:0 directionType:absolute
radius 5
wait 210
---ability_Hunter Phase Six Room Limiter---
Bullet Definition :: [[hunterpsixroomlimiter]]
Max Range :: 100.0
---bulletdef_hunterpsixroomlimiter---
sprite CirclePool 3
potency 200
radial bullets:1 speed:0 angle:0 directionType:absolute
radius 3
wait 210
---ability_Hunter Phase Six Attack Two Throw---
Bullet Definition :: [[hunterpsixatt]]
VFX Charging :: trigger:RangeAttack*
Max Range :: 100.0
---bulletdef_hunterpsixatt---
sprite OrangePool 0.5
repeat bullets:4 speed:6 angle:0 angleChange:90 directionType:relative
radius 0
timedFill 30
wait 30
fire hunterpsixspecial
vanish
---bulletdef_hunterpsixspecial---
sprite Basic 0.2
potency 90
radial bullets:12 speed:1 directionType:absolute angle:0
radius 0.03
wait 1000
sprite Basic 1.5
---ability_Hunter Phase Six Micro---
Bullet Definition :: [[hunterpsixmicro]]
Max Range :: 100.0
VFX Cast :: trigger:Buff*
---bulletdef_hunterpsixmicro---
sprite Basic 0.2
color 3
potency 90
radial bullets:36 speed:1 angle:0 directionType:absolute
radius 0.03
wait 10000
wait 3
color 1
repeat bullets:4 speed:3 angle:0 angleChange:90 directionType:absolute
radius 0.03
wait 5000
wait 3
repeat bullets:4 speed:3 angle:15 angleChange:90 directionType:absolute
radius 0.03
wait 5000
wait 3
repeat bullets:4 speed:3 angle:30 angleChange:90 directionType:absolute
radius 0.03
wait 5000
wait 3
repeat bullets:4 speed:3 angle:45 angleChange:90 directionType:absolute
radius 0.03
wait 5000
wait 3
repeat bullets:4 speed:3 angle:60 angleChange:90 directionType:absolute
radius 0.03
wait 5000
wait 3
repeat bullets:4 speed:3 angle:75 angleChange:90 directionType:absolute
radius 0.03
wait 5000
wait 3
repeat bullets:4 speed:3 angle:90 angleChange:90 directionType:absolute
radius 0.03
wait 5000
wait 3
repeat bullets:4 speed:3 angle:75 angleChange:90 directionType:absolute
radius 0.03
wait 5000
wait 3
color 3
radial bullets:36 speed:1 angle:20 directionType:absolute
radius 0.03
wait 10000
color 1
repeat bullets:4 speed:3 angle:60 angleChange:90 directionType:absolute
radius 0.03
wait 5000
wait 3
repeat bullets:4 speed:3 angle:45 angleChange:90 directionType:absolute
radius 0.03
wait 5000
wait 3
repeat bullets:4 speed:3 angle:30 angleChange:90 directionType:absolute
radius 0.03
wait 5000
wait 3
repeat bullets:4 speed:3 angle:15 angleChange:90 directionType:absolute
radius 0.03
wait 5000
---ability_Hunter Phase Six Attack One Shotgun---
Bullet Definition :: [[hunterpsixaos]]
VFX Charging :: trigger:RangeAttack*
Max Range :: 0.0
---bulletdef_hunterpsixaos---
potency 100
color 3
radial speed:4 bullets:16 angle:0 directionType:relative
wait 1000
wait 10
radial speed:4 bullets:12 angle:15 directionType:relative
wait 1000
---ability_Hunter Phase Six Attack One Line---
Bullet Definition :: [[hunterpsixaol]]
VFX Charging :: trigger:RangeAttack*
Max Range :: 100.0
---bulletdef_hunterpsixaol---
sprite OrangePool 0.5
potency 0
fire 0 relative 0
aoeexplosion
radius 0.5
timedFill 10
damageEvery 10
wait 10
wait 1
vanish
wait 10
potency 100
sprite Custom_7
line bullets:6 speed:7 delay:1 directionType:relative
wait 1000
---ability_Hunter Phase Six Attack One Explosion---
Bullet Definition :: [[hunterpsixaoe]]
Max Range :: 100.0
---bulletdef_hunterpsixaoe---
sprite CirclePool 2
potency 200
fire 0 relative 0
aoeexplosion
radius 1.9
timedFill 20
damageEvery 20
wait 20
vfx ColossusExplosion 5
wait 1
vanish
---script_colossus_Monster---
phasehi := func() {
scriptVars["phase"] = 1
}
hp1hi := func() {
scriptVars["hp1limit"]=1
log("phase 1")
}
hp1hello := func() {
scriptVars["hp1bullets"]=9.0
}
hp1greetings := func() {
scriptVars["hp1attack"]=0.0
}
hp2hello := func() {
scriptVars["hp2bullets"]=0.0
}
hp2hi := func() {
scriptVars["hp2shotgun"]=0.0
}
hp2greetings := func() {
scriptVars["hp2boss shotgun"]=0.0
}
hp3hello := func() {
scriptVars["hp3bullets"]=0.0
}
hp3hi := func() {
scriptVars["hp3shotgun"]=0
}
hp3greetings := func() {
scriptVars["hp3boss"]=0
}
hp3salutations := func() {
scriptVars["hp3random mines"]=14.0
}
hp3hey := func() {
scriptVars["hp3timer"]=0
}
hp3howdy := func() {
scriptVars["hp3pls"]=0
}
hp4hello := func() {
scriptVars["hp4bullets"]=0.0
}
hp4hi := func() {
scriptVars["hp4shotgun"]=0.0
}
hp4greetings := func() {
scriptVars["hp4boss shotgun"]=0.0
}
hp4salutations := func(){
scriptVars["hp4attack"]=0.0
}
hp4bonjour := func(){
scriptVars["hp4anotherattack"]=0.0
}
hp5hola := func() {
scriptVars["hp5turretsone"]=0.0
}
hp5bonjour := func() {
scriptVars["hp5turretstwo"]=1.5
}
hp5hello := func() {
scriptVars["hp5bullets"]=0.0
}
hp5hi := func() {
scriptVars["hp5shotgun"]=0
}
hp5greetings := func() {
scriptVars["hp5boss"]=0
}
hp5salutations := func() {
scriptVars["hp5random mines"]=0.0
}
hp5hey := func() {
scriptVars["hp5timer"]=0
}
hp5howdy := func() {
scriptVars["hp5pls"]=0
}
hp5salut := func() {
scriptVars["hp5roomdividers"]=0.0
}
hp5welcome := func() {
scriptVars["hp5phase five boss shotgun"]=0.0
}
waitwelcome := func() {
scriptVars["wait"]=0.0
}
hp6hi := func() {
scriptVars["hp6spiral"]=1.0
}
hp6greetings := func() {
scriptVars["hp6midbomb"]=1.0
}
hp6hola := func() {
scriptVars["hp6atk2micro"]=0.0
}
hp6salut := func() {
scriptVars["hp6throw"]=0.0
}
hp6bonjour := func() {
scriptVars["hp6firstattackbomb"]=0.0
}
hp6hello := func() {
scriptVars["hp6first"]=0.0
}
hp6salutations := func() {
scriptVars["hp6mines"]=0.0
}
tp6hi := func() {
scriptVars["hp6timer"]=0.0
}
if is_undefined(scriptVars["phase"]) {
phasehi()
}
if is_undefined(scriptVars["wait"]) {
waitwelcome()
}
if !isDead && targetEntityId !=0 {
changeAttackBehaviour(myEntityId, "Close Ranged")
if is_undefined(scriptVars["hp6mines"]){
hp6salutations()
}
scriptVars["hp6mines"] += delta
if scriptVars["hp6mines"] >= 1.5 {
useAbilityAtPosition(myEntityId, "Hunter Phase Six Mines", [0.0,0.0,0.0], positionInCurrentRoom(myEntityId, [16.0,16.0,0.0]))
scriptVars["hp6mines"] = 0
}
if is_undefined(scriptVars["hp6spiral"]){
hp6hi()
}
scriptVars["hp6spiral"]+=delta
if scriptVars["hp6spiral"]>2.3 {
useAbilityAtPosition(myEntityId, "Hunter Phase Six Spiral", positionInCurrentRoom(myEntityId, [16.0,16.0,0.0]))
scriptVars["hp6spiral"]=0.0
}
if is_undefined(scriptVars["hp6midbomb"]){
hp6greetings()
}
scriptVars["hp6midbomb"]+=delta
if scriptVars["hp6midbomb"]>1 {
useAbilityAtPosition(myEntityId, "Hunter Phase Six Middle Explosion", positionInCurrentRoom(myEntityId, [16.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [28.0,28.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [28.0,4.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [4.0,4.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [28.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [4.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [16.0,4.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [16.0,28.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [4.0,28.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [28.0,10.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [10.0,4.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [4.0,10.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [10.0,28.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [4.0,22.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [22.0,4.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [22.0,28.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [28.0,22.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [6.0,6.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [26.0,26.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [26.0,6.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [6.0,26.0,0.0]))
scriptVars["hp6midbomb"]=0
}
if is_undefined(scriptVars["hp6firstattackbomb"]){
hp6bonjour()
}
scriptVars["hp6firstattackbomb"]+=delta
if scriptVars["hp6firstattackbomb"]>3.0 {
scriptVars["phase"] = entityPosition(myEntityId)
scriptVars["test"] = scriptVars["phase"][0]
scriptVars["test1"] = scriptVars["phase"][1]
useAbilityAtPosition(myEntityId, "Hunter Phase Six Attack One Explosion", [scriptVars["test"] + 9 ,scriptVars["test1"] + 2.5 ,0.0])
useAbilityAtPosition(myEntityId, "Hunter Phase Six Attack One Explosion", [scriptVars["test"] + 2.5 ,scriptVars["test1"] + 9 ,0.0])
useAbilityAtPosition(myEntityId, "Hunter Phase Six Attack One Explosion", [scriptVars["test"] - 9 ,scriptVars["test1"] + 2.5 ,0.0])
useAbilityAtPosition(myEntityId, "Hunter Phase Six Attack One Explosion", [scriptVars["test"] - 2.5 ,scriptVars["test1"] - 9 ,0.0])
useAbilityAtPosition(myEntityId, "Hunter Phase Six Attack One Explosion", [scriptVars["test"] + 7 ,scriptVars["test1"] + 7 ,0.0])
useAbilityAtPosition(myEntityId, "Hunter Phase Six Attack One Explosion", [scriptVars["test"] + 7 ,scriptVars["test1"] - 7 ,0.0])
useAbilityAtPosition(myEntityId, "Hunter Phase Six Attack One Explosion", [scriptVars["test"] - 7 ,scriptVars["test1"] + 7 ,0.0])
useAbilityAtPosition(myEntityId, "Hunter Phase Six Attack One Explosion", [scriptVars["test"] - 7 ,scriptVars["test1"] - 7 ,0.0])
useAbilityAtPosition(myEntityId, "Hunter Phase Six Attack One Explosion", [scriptVars["test"] - 9 ,scriptVars["test1"] - 2.5 ,0.0])
useAbilityAtPosition(myEntityId, "Hunter Phase Six Attack One Explosion", [scriptVars["test"] + 9 ,scriptVars["test1"] - 2.5 ,0.0])
useAbilityAtPosition(myEntityId, "Hunter Phase Six Attack One Explosion", [scriptVars["test"] - 2.5 ,scriptVars["test1"] + 9 ,0.0])
useAbilityAtPosition(myEntityId, "Hunter Phase Six Attack One Explosion", [scriptVars["test"] + 2.5 ,scriptVars["test1"] - 9 ,0.0])
scriptVars["hp6firstattackbomb"]=0
}
if is_undefined(scriptVars["hp6first"]){
hp6hello()
}
scriptVars["hp6first"]+=delta
if scriptVars["hp6first"]>1.5 {
scriptVars["hp6phase"] = entityPosition(myEntityId)
scriptVars["hp6test"] = scriptVars["hp6phase"][0]
scriptVars["hp6test1"] = scriptVars["hp6phase"][1]
useAbilityAtPosition(myEntityId, "Hunter Phase Six Attack One Line", [scriptVars["hp6test"] - 5 ,scriptVars["hp6test1"] - 5 ,0.0])
useAbilityAtPosition(myEntityId, "Hunter Phase Six Attack One Line", [scriptVars["hp6test"] + 5 ,scriptVars["hp6test1"] - 5 ,0.0])
useAbilityAtPosition(myEntityId, "Hunter Phase Six Attack One Line", [scriptVars["hp6test"] - 5 ,scriptVars["hp6test1"] + 5 ,0.0])
useAbilityAtPosition(myEntityId, "Hunter Phase Six Attack One Line", [scriptVars["hp6test"] + 5 ,scriptVars["hp6test1"] + 5 ,0.0])
useAbilityAtPosition(myEntityId, "Hunter Phase Six Attack One Shotgun", positionInCurrentRoom(myEntityId, [23.0,3.0,0.0]))
scriptVars["hp6first"]=0.0
}
}
}
//interval
if scriptVars["hp6timer"] > 48 && scriptVars["hp6timer"] < 56 {
changeAttackBehaviour(myEntityId, "Stationary")
setPosition(myEntityId, positionInCurrentRoom(myEntityId, [16.0,18.0,0.0]))
}
//attack 2
if scriptVars["hp6timer"] > 56.0 {
if !isDead && targetEntityId !=0 {
setPosition(myEntityId, positionInCurrentRoom(myEntityId, [16.0,18.0,0.0]))
hp := getPoints(myEntityId, "hp", "current")
log(hp)
if is_undefined(scriptVars["hp6spiral"]){
hp6hi()
}
scriptVars["hp6spiral"]+=delta
if scriptVars["hp6spiral"]>2.3 {
useAbilityAtPosition(myEntityId, "Hunter Phase Six Spiral", positionInCurrentRoom(myEntityId, [16.0,16.0,0.0]))
scriptVars["hp6spiral"]=0.0
}
if is_undefined(scriptVars["hp6midbomb"]){
hp6greetings()
}
scriptVars["hp6midbomb"]+=delta
if scriptVars["hp6midbomb"]>1 {
useAbilityAtPosition(myEntityId, "Hunter Phase Six Middle Explosion", positionInCurrentRoom(myEntityId, [16.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [28.0,28.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [28.0,4.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [4.0,4.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [28.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [4.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [16.0,4.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [16.0,28.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [4.0,28.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [28.0,10.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [10.0,4.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [4.0,10.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [10.0,28.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [4.0,22.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [22.0,4.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [22.0,28.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [28.0,22.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [6.0,6.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [26.0,26.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [26.0,6.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Six Room Limiter", positionInCurrentRoom(myEntityId, [6.0,26.0,0.0]))
scriptVars["hp6midbomb"]=0
}
if is_undefined(scriptVars["hp6atk2micro"]){
hp6hola()
}
scriptVars["hp6atk2micro"]+=delta
if scriptVars["hp6atk2micro"]>5.0 {
useAbilityAtPosition(myEntityId, "Hunter Phase Six Micro", positionInCurrentRoom(myEntityId, [16.0,16.0,0.0]), entityPosition(targetEntityId))
scriptVars["hp6atk2micro"]=0
}
if is_undefined(scriptVars["hp6throw"]){
hp6salut()
}
scriptVars["hp6throw"]+=delta
if scriptVars["hp6throw"]>2.5 {
useAbilityAtPosition(myEntityId, "Hunter Phase Six Attack Two Throw", [0.0,0.0,0.0])
scriptVars["hp6throw"]=0
}
}
}
if scriptVars["hp6timer"] > 81.0 {
scriptVars["hp6timer"]=0.0
}
}
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