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@NJ-006
Last active October 26, 2024 09:36
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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
}
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
}
waitwelcome := func() {
scriptVars["wait"]=0.0
}
if is_undefined(scriptVars["phase"]) {
phasehi()
}
if is_undefined(scriptVars["wait"]) {
waitwelcome()
}
//hp
hp := getPoints(myEntityId, "hp", "current")
//log(hp)
//wait
if scriptVars["phase"] == 2 || scriptVars["phase"] == 4 || scriptVars["phase"] == 6 || scriptVars["phase"] == 8 {
scriptVars["wait"] += delta
setPosition(myEntityId, positionInCurrentRoom(myEntityId, [16.0,18.0,0.0]))
changeAttackBehaviour(myEntityId, "Stationary")
if scriptVars["wait"] > 5.0 {
scriptVars["phase"] += 1
}
}
//phase 1
if hp < 0.95 * 14555 && scriptVars["phase"] == 1 {
log("phase 2")
scriptVars["wait"] = 0.0
scriptVars["phase"]+=1
}
if scriptVars["phase"] == 1 {
if !isDead {
scriptVars["wait"] = 0.0
if is_undefined(scriptVars["hp1limit"]){
hp1hi()
}
if scriptVars["hp1limit"]<=1 && targetEntityId !=0 {
summonEntity("assassin", positionInCurrentRoom(myEntityId, [18.0,18.0,0.0]), monsterLevel(myEntityId))
summonEntity("assassin", positionInCurrentRoom(myEntityId, [20.0,20.0,0.0]), monsterLevel(myEntityId))
summonEntity("assassin", positionInCurrentRoom(myEntityId, [15.0,15.0,0.0]), monsterLevel(myEntityId))
scriptVars["hp1limit"]=scriptVars["hp1limit"]+1
}
if is_undefined(scriptVars["hp1bullets"]){
hp1hello()
}
scriptVars["hp1bullets"]+=delta
if scriptVars["hp1bullets"]>10.0{
useAbilityAtPosition(myEntityId, "Hunter Phase One Mines", positionInCurrentRoom(myEntityId, [26.0,26.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase One Mines", positionInCurrentRoom(myEntityId, [6.0,6.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase One Mines", positionInCurrentRoom(myEntityId, [26.0,6.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase One Mines", positionInCurrentRoom(myEntityId, [6.0,26.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase One Mines", positionInCurrentRoom(myEntityId, [16.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase One Mines", positionInCurrentRoom(myEntityId, [16.0,6.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase One Mines", positionInCurrentRoom(myEntityId, [6.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase One Mines", positionInCurrentRoom(myEntityId, [26.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase One Mines", positionInCurrentRoom(myEntityId, [16.0,26.0,0.0]))
scriptVars["hp1bullets"]=0
}
if is_undefined(scriptVars["hp1attack"]){
hp1greetings()
}
scriptVars["hp1attack"]+=delta
if scriptVars["hp1attack"]>1.5{
useAbilityAtPosition(myEntityId, "Hunter Phase One Shotgun", [0.0,0.0,0.0], positionInCurrentRoom(myEntityId, [16.0,16.0,0.0]))
scriptVars["hp1attack"]=0
}
}
}
//phase 2
if hp < 0.85 * 14555 && scriptVars["phase"] == 3 {
log("phase 3")
scriptVars["wait"] = 0.0
scriptVars["phase"]+=1
}
if scriptVars["phase"] == 3 {
if !isDead {
scriptVars["wait"] = 0.0
setPosition(myEntityId, positionInCurrentRoom(myEntityId, [16.0,18.0,0.0]))
if is_undefined(scriptVars["hp2bullets"]){
hp2hello()
}
changeAttackBehaviour(myEntityId, "Stationary")
scriptVars["hp2bullets"]+=delta
if scriptVars["hp2bullets"]>1.0 && targetEntityId !=0 {
useAbilityAtPosition(myEntityId, "Hunter Phase Two Divider", positionInCurrentRoom(myEntityId, [29.0,15.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Two Divider", positionInCurrentRoom(myEntityId, [16.0,29.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Two Divider", positionInCurrentRoom(myEntityId, [3.0,15.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Two Divider", positionInCurrentRoom(myEntityId, [16.0,3.0,0.0]))
scriptVars["hp2bullets"]=0
}
if is_undefined(scriptVars["hp2shotgun"]){
hp2hi()
}
scriptVars["hp2shotgun"]+=delta
if scriptVars["hp2shotgun"]>1.5 && targetEntityId !=0 {
useAbilityAtPosition(myEntityId, "Hunter Phase Two Turret Shotgun", positionInCurrentRoom(myEntityId, [29.0,3.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Two Turret Shotgun", positionInCurrentRoom(myEntityId, [29.0,29.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Two Turret Shotgun", positionInCurrentRoom(myEntityId, [3.0,29.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Two Turret Shotgun", positionInCurrentRoom(myEntityId, [3.0,3.0,0.0]), entityPosition(targetEntityId))
scriptVars["hp2shotgun"]=0
}
if is_undefined(scriptVars["hp2boss shotgun"]){
hp2greetings()
}
scriptVars["hp2boss shotgun"]+=delta
if scriptVars["hp2boss shotgun"]>5.4 && targetEntityId !=0 {
useAbilityAtPosition(myEntityId, "Hunter Phase Two Boss Shotgun", positionInCurrentRoom(myEntityId, [16.0,16.0,0.0]))
scriptVars["hp2boss shotgun"]=0
}
}
}
//phase 3
if hp < 0.65 * 14555 && scriptVars["phase"] == 5 {
log("phase 4")
scriptVars["wait"] = 0.0
scriptVars["phase"]+=1
}
if scriptVars["phase"] == 5 {
if !isDead && targetEntityId != 0 {
scriptVars["wait"] - 0.0
if is_undefined(scriptVars["hp3random mines"]){
hp3salutations()
}
if is_undefined(scriptVars["hp3bullets"]){
hp3hello()
}
if is_undefined(scriptVars["hp3shotgun"]){
hp3hi()
}
if is_undefined(scriptVars["hp3boss"]){
hp3greetings()
}
if is_undefined(scriptVars["hp3timer"]){
hp3hey()
}
if is_undefined(scriptVars["hp3pls"]){
hp3howdy()
}
scriptVars["hp3random mines"] += delta
if scriptVars["hp3random mines"] >= 15.0 {
for i:=0; i < 15; i++ {
useAbilityAtPosition(myEntityId, "Hunter Phase Three Stationary Bullet Big", randomPositionInCurrentRoom(myEntityId, 2.0))
useAbilityAtPosition(myEntityId, "Hunter Phase Three Stationary Bullet Small", randomPositionInCurrentRoom(myEntityId, 2.0))
useAbilityAtPosition(myEntityId, "Hunter Phase Three Stationary Bullet Small", randomPositionInCurrentRoom(myEntityId, 2.0))
useAbilityAtPosition(myEntityId, "Hunter Phase Three Stationary Bullet Small", randomPositionInCurrentRoom(myEntityId, 2.0))
scriptVars["hp3random mines"] = 0
}
}
scriptVars["hp3bullets"] += delta
if scriptVars["hp3bullets"] >= 1.0 {
scriptVars["hp3shotgun"] += 1
scriptVars["hp3timer"] += 1
scriptVars["hp3bullets"] -= 1.0
}
if scriptVars["hp3shotgun"] >= 1 && scriptVars["hp3shotgun"] <=6 && scriptVars["hp3boss"] < 1 {
changeAttackBehaviour(myEntityId, "Stationary")
useAbilityAtPosition(myEntityId, "Hunter Phase Three Shotgun Waves", [0.0,0.0,0.0], positionInCurrentRoom(myEntityId, [16.0,16.0,0.0]))
scriptVars["hp3boss"] += 1
} else if scriptVars["hp3shotgun"] > 6 && scriptVars["hp3shotgun"] < 25 {
changeAttackBehaviour(myEntityId, "Melee Ranged")
scriptVars["hp3shotgun"] = 0
scriptVars["hp3boss"] = 0
}
if scriptVars["hp3timer"] >= 27 {
scriptVars["hp3shotgun"] = 30
if scriptVars["hp3timer"] <= 30 && scriptVars["hp3pls"] == 0 {
scriptVars["hp3pls"] += 1
setPosition(myEntityId, positionInCurrentRoom(myEntityId, [16.0,6.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Three Teleport Shotgun", positionInCurrentRoom(myEntityId, [29.0,3.0,0.0]))
} else if scriptVars["hp3timer"] < 35 && scriptVars["hp3pls"] == 1 && scriptVars["hp3timer"] >= 32 {
setPosition(myEntityId, positionInCurrentRoom(myEntityId, [16.0,11.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Three Teleport Waves", positionInCurrentRoom(myEntityId, [29.0,3.0,0.0]))
scriptVars["hp3pls"] += 1
} else if scriptVars["hp3timer"] <= 42 && scriptVars["hp3pls"] == 2 && scriptVars["hp3timer"] >= 38 {
setPosition(myEntityId, positionInCurrentRoom(myEntityId, [16.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Three Teleport Explosion", positionInCurrentRoom(myEntityId, [29.0,3.0,0.0]))
scriptVars["hp3pls"] += 1
} else if scriptVars["hp3timer"] <= 45 && scriptVars["hp3pls"] == 3 && scriptVars["hp3timer"] >= 43 {
setPosition(myEntityId, positionInCurrentRoom(myEntityId, [16.0,21.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Three Teleport Waves", positionInCurrentRoom(myEntityId, [29.0,3.0,0.0]))
scriptVars["hp3pls"] += 1
} else if scriptVars["hp3timer"] <= 49 && scriptVars["hp3pls"] == 4 && scriptVars["hp3timer"] >= 49 {
setPosition(myEntityId, positionInCurrentRoom(myEntityId, [16.0,26.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Three Teleport Shotgun", positionInCurrentRoom(myEntityId, [29.0,3.0,0.0]))
scriptVars["hp3pls"] += 1
} else if scriptVars["hp3timer"] >= 45 && scriptVars["hp3pls"] == 5 {
scriptVars["hp3shotgun"] = 0
scriptVars["hp3timer"] = 0
scriptVars["hp3pls"] = 0
}
}
}
}
//phase 4
if hp < 0.40 * 14555 && scriptVars["phase"] == 7 {
log("phase 5")
scriptVars["wait"] = 0.0
scriptVars["phase"]+=1
}
if scriptVars["phase"] == 7 {
if !isDead&&targetEntityId!=0{
scriptVars["wait"] = 0.0
changeAttackBehaviour(myEntityId, "Close Ranged")
if is_undefined(scriptVars["hp4bullets"]){
hp4hello()
}
scriptVars["hp4bullets"]+=delta
if scriptVars["hp4bullets"]>1.2{
useAbilityAtPosition(myEntityId, "Hunter Phase Four Turret Shotgun", positionInCurrentRoom(myEntityId, [29.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Four Turret Shotgun", positionInCurrentRoom(myEntityId, [16.0,29.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Four Turret Shotgun", positionInCurrentRoom(myEntityId, [3.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Four Turret Shotgun", positionInCurrentRoom(myEntityId, [16.0,3.0,0.0]))
scriptVars["hp4bullets"]=0
}
if is_undefined(scriptVars["hp4shotgun"]){
hp4hi()
}
scriptVars["hp4shotgun"]+=delta
if scriptVars["hp4shotgun"]>1{
useAbilityAtPosition(myEntityId, "Hunter Phase Four Divider", positionInCurrentRoom(myEntityId, [29.0,3.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Four Divider", positionInCurrentRoom(myEntityId, [29.0,29.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Four Divider", positionInCurrentRoom(myEntityId, [3.0,29.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Four Divider", positionInCurrentRoom(myEntityId, [3.0,3.0,0.0]))
scriptVars["hp4shotgun"]=0
}
if is_undefined(scriptVars["hp4boss shotgun"]){
hp4greetings()
}
scriptVars["hp4boss shotgun"]+=delta
if scriptVars["hp4boss shotgun"]>3{
useAbilityAtPosition(myEntityId, "Hunter Phase Four Middle Explosion", positionInCurrentRoom(myEntityId, [16.0,16.0,0.0]))
scriptVars["hp4boss shotgun"]=0
}
if is_undefined(scriptVars["hp4attack"]){
hp4salutations()
}
scriptVars["hp4attack"]+=delta
if scriptVars["hp4attack"]>2.5{
useAbilityAtPosition(myEntityId, "Hunter Phase Four Boss Chase Explosion", [0.0,0.0,0.0], positionInCurrentRoom(myEntityId, [16.0,16.0,0.0]))
scriptVars["hp4attack"]=0.0
}
if is_undefined(scriptVars["hp4anotherattack"]){
hp4bonjour()
}
scriptVars["hp4anotherattack"]+=delta
if scriptVars["hp4anotherattack"]>4.5{
useAbilityAtPosition(myEntityId, "Hunter Phase Four Boss Shotgun", [0.0,0.0,0.0])
scriptVars["hp4anotherattack"]=0.0
}
}
}
//phase 5
if scriptVars["phase"] == 9 {
if !isDead && targetEntityId !=0 {
scriptVars["wait"] = 0.0
setPosition(myEntityId, positionInCurrentRoom(myEntityId, [16.0,18.0,0.0]))
if is_undefined(scriptVars["hp5phase five boss shotgun"]){
hp5welcome()
}
changeAttackBehaviour(myEntityId, "Stationary")
scriptVars["hp5phase five boss shotgun"]+=delta
if scriptVars["hp5phase five boss shotgun"]>15 {
useAbilityAtPosition(myEntityId, "Hunter Phase Five Big Shotgun", positionInCurrentRoom(myEntityId, [16.0,16.0,0.0]))
scriptVars["hp5phase five boss shotgun"]=0
}
if is_undefined(scriptVars["hp5roomdividers"]){
hp5salut()
}
scriptVars["hp5roomdividers"]+=delta
if scriptVars["hp5roomdividers"]>0.5 {
useAbilityAtPosition(myEntityId, "Hunter Phase Five Room Limiter", positionInCurrentRoom(myEntityId, [23.0,3.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Room Limiter", positionInCurrentRoom(myEntityId, [4.0,3.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Room Limiter", positionInCurrentRoom(myEntityId, [25.5,3.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Room Limiter", positionInCurrentRoom(myEntityId, [6.5,3.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Room Limiter", positionInCurrentRoom(myEntityId, [28.0,3.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Room Limiter", positionInCurrentRoom(myEntityId, [9.0,3.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Room Divider", positionInCurrentRoom(myEntityId, [3.0,16.0,0.0]))
scriptVars["hp5roomdividers"]=0.0
}
if is_undefined(scriptVars["hp5turretsone"]){
hp5hola()
}
scriptVars["hp5turretsone"]+=delta
if scriptVars["hp5turretsone"]>3.0 {
useAbilityAtPosition(myEntityId, "Hunter Phase Five Turrets Two", positionInCurrentRoom(myEntityId, [26.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Turrets One", positionInCurrentRoom(myEntityId, [6.0,21.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Turrets Two", positionInCurrentRoom(myEntityId, [26.0,6.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Turrets One", positionInCurrentRoom(myEntityId, [6.0,11.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Turrets Two", positionInCurrentRoom(myEntityId, [26.0,26.0,0.0]))
scriptVars["hp5turretsone"]=0.0
}
if is_undefined(scriptVars["hp5turretstwo"]){
hp5bonjour()
}
scriptVars["hp5turretstwo"]+=delta
if scriptVars["hp5turretstwo"]>3.0 {
useAbilityAtPosition(myEntityId, "Hunter Phase Five Turrets Two", positionInCurrentRoom(myEntityId, [26.0,11.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Turrets One", positionInCurrentRoom(myEntityId, [6.0,26.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Turrets Two", positionInCurrentRoom(myEntityId, [26.0,21.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Turrets One", positionInCurrentRoom(myEntityId, [6.0,6.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Turrets One", positionInCurrentRoom(myEntityId, [6.0,16.0,0.0]))
scriptVars["hp5turretstwo"]=0.0
}
if is_undefined(scriptVars["hp5bullets"]){
hp5hello()
}
if is_undefined(scriptVars["hp5shotgun"]){
hp5hi()
}
if is_undefined(scriptVars["hp5boss"]){
hp5greetings()
}
if is_undefined(scriptVars["hp5timer"]){
hp5hey()
}
if is_undefined(scriptVars["hp5pls"]){
hp5howdy()
}
scriptVars["hp5bullets"] += delta
if scriptVars["hp5bullets"] >= 1.0 {
scriptVars["hp5shotgun"] += 1
scriptVars["hp5timer"] += 1
scriptVars["hp5bullets"] -= 1.0
}
if scriptVars["hp5timer"] <= 1 && scriptVars["hp5pls"] == 0 {
scriptVars["hp5pls"] += 1
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [21.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [20.5,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [11.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [11.5,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [20.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [12.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [19.5,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [12.5,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [19.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [13.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [18.5,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [13.5,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [18.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [14.0,16.0,0.0]))
} else if scriptVars["hp5timer"] < 3 && scriptVars["hp5pls"] == 1 && scriptVars["hp5timer"] >= 2 {
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [16.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [16.5,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [15.5,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [17.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [15.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [14.5,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [17.5,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [14.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [18.0,16.0,0.0]))
scriptVars["hp5pls"] += 1
} else if scriptVars["hp5timer"] <= 4 && scriptVars["hp5pls"] == 2 && scriptVars["hp5timer"] >= 3 {
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [19.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [18.5,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [13.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [13.5,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [18.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [14.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [16.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [16.5,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [15.5,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [12.5,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [19.5,16.0,0.0]))
scriptVars["hp5pls"] += 1
} else if scriptVars["hp5timer"] <= 5 && scriptVars["hp5pls"] == 3 && scriptVars["hp5timer"] >= 4 {
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [16.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [18.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [20.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [14.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [12.0,16.0,0.0]))
scriptVars["hp5pls"] += 1
} else if scriptVars["hp5timer"] <= 6 && scriptVars["hp5pls"] == 4 && scriptVars["hp5timer"] >= 5 {
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [17.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [15.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [13.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [19.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [11.0,16.0,0.0]))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Walls", positionInCurrentRoom(myEntityId, [21.0,16.0,0.0]))
scriptVars["hp5pls"] += 1
} else if scriptVars["hp5timer"] <= 7 && scriptVars["hp5pls"] == 5 && scriptVars["hp5timer"] >= 6 {
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [16.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [15.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [17.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [19.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [13.0,16.0,0.0]), entityPosition(targetEntityId))
scriptVars["hp5pls"] += 1
} else if scriptVars["hp5timer"] <= 8 && scriptVars["hp5pls"] == 6 && scriptVars["hp5timer"] >= 7 {
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [21.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [11.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [12.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [20.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [13.0,16.0,0.0]), entityPosition(targetEntityId))
scriptVars["hp5pls"] += 1
} else if scriptVars["hp5timer"] <= 9 && scriptVars["hp5pls"] == 7 && scriptVars["hp5timer"] >= 8 {
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [17.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [15.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [21.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [11.0,16.0,0.0]), entityPosition(targetEntityId))
scriptVars["hp5pls"] += 1
} else if scriptVars["hp5timer"] <= 10 && scriptVars["hp5pls"] == 8 && scriptVars["hp5timer"] >= 9 {
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [16.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [15.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [17.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [14.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [13.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [12.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [11.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [18.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [19.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [20.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [21.0,16.0,0.0]), entityPosition(targetEntityId))
scriptVars["hp5pls"] += 1
} else if scriptVars["hp5timer"] <= 12 && scriptVars["hp5pls"] == 9 && scriptVars["hp5timer"] >= 10 {
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [10.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [9.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [8.0,17.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [7.0,18.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [6.0,19.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [22.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [23.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [24.0,15.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [25.0,14.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [26.0,13.0,0.0]), entityPosition(targetEntityId))
scriptVars["hp5pls"] += 1
} else if scriptVars["hp5timer"] <= 13 && scriptVars["hp5pls"] == 10 && scriptVars["hp5timer"] >= 12 {
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [10.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [9.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [8.0,15.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [7.0,14.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [6.0,13.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [22.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [23.0,16.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [24.0,17.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [25.0,18.0,0.0]), entityPosition(targetEntityId))
useAbilityAtPosition(myEntityId, "Hunter Phase Five Shotguns", positionInCurrentRoom(myEntityId, [26.0,19.0,0.0]), entityPosition(targetEntityId))
scriptVars["hp5pls"] += 1
} else if scriptVars["hp5timer"] >= 13 && scriptVars["hp5pls"] == 11 {
scriptVars["hp5timer"] = 0
scriptVars["hp5pls"] = 0
}
}
}
//phase 6
//attack 1
if is_undefined(scriptVars["hp6timer"]) {
tp6hi()
}
scriptVars["hp6timer"]+=delta
log(scriptVars["hp6timer"])
if scriptVars["hp6timer"] < 8 {
changeAttackBehaviour(myEntityId, "Stationary")
setPosition(myEntityId, positionInCurrentRoom(myEntityId, [16.0,18.0,0.0]))
}
if scriptVars["hp6timer"] > 8.0 && scriptVars["hp6timer"] < 48.0 {
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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