18,700
edits
m (replaced YT redirects) |
m (wording tweaks around chenille vs. supershield; is it true that Mutant Muro's supershield goes away if he switches away from his melee behavior?) |
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::Again, the annoying "over 550" height check is present. | ::Again, the annoying "over 550" height check is present. | ||
:*Run for alarm (RunForAlarm): see section [[#Alarm behavior|Alarm behavior]]. | :*Run for alarm (RunForAlarm): see section [[#Alarm behavior|Alarm behavior]]. | ||
:*Mutant Muro melee (MutantMuroMelee): the AI is only allowed to melee, not fire weapons. This behavior places | :*Mutant Muro melee (MutantMuroMelee): the AI is only allowed to melee, not fire weapons. This behavior places the Daodan aura on the character irrespective of his/her HP as long as the character has <HasDaodanPowers> set to 1 in their [[ONCC]]. This aura effect does ''not'' grant the damage overpower attribute that Konoko has when she overheals. If the ONCC has both <HasDaodanPowers> and <HasSuperShield> set to 1, the chenille mode called by this behavior grants a [[supershield]]. | ||
:: | ::The supershield lasts forever if it is not terminated either via BSL or by the AI performing a TRAM which has a DisableShield flag. After a DisableShield move removes the supershield there is a 10 second interval and then it is turned back on. Another specialty of this behavior is an automatic backward-evasion move when about 35 points of damage or a throw are inflicted on the AI. The supershield is turned off if this AI switches to some other combat behavior because the enemy moved to another combat range. | ||
:*Mutant Muro thunderbolt (MuroThunderbolt): Upon initial contact, the AI turns on chenille mode and runs toward the enemy. If chenille mode is turned off then, until definite awareness of the enemy is lost, this behavior will not cast chenille mode again. This behavior also allows the AI to use a special long range attack: the character turns off chenille, goes into AnimState 69 - Thunderbolt, and loops a special TRAM animation of AnimState 69 - Thunderbolt and AnimType 231 - Muro_Thunderbolt. That lasts for 10 seconds. Then the AI stops the animation for 5 seconds and runs toward the enemy. If, after those 5 seconds, the AI is still executing Mutant Muro thunderbolt behavior, the AI resumes the looping TRAM between AnimType 231 and 69. | :*Mutant Muro thunderbolt (MuroThunderbolt): Upon initial contact, the AI turns on chenille mode and runs toward the enemy. If chenille mode is turned off then, until definite awareness of the enemy is lost, this behavior will not cast chenille mode again. This behavior also allows the AI to use a special long range attack: the character turns off chenille, goes into AnimState 69 - Thunderbolt, and loops a special TRAM animation of AnimState 69 - Thunderbolt and AnimType 231 - Muro_Thunderbolt. That lasts for 10 seconds. Then the AI stops the animation for 5 seconds and runs toward the enemy. If, after those 5 seconds, the AI is still executing Mutant Muro thunderbolt behavior, the AI resumes the looping TRAM between AnimType 231 and 69. | ||
::This behavior's special looping animation continues even when an enemy enters some another combat range, with the exception of Short range. If the enemy enters Short range while the looped animation is running, the loop is forced to stop and the AI starts using Short range behavior. | ::This behavior's special looping animation continues even when an enemy enters some another combat range, with the exception of Short range. If the enemy enters Short range while the looped animation is running, the loop is forced to stop and the AI starts using Short range behavior. |