Difference between revisions of "Delbiter"

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(Unique Arguments)
(Unique Arguments)
 
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==== Unique Arguments ====
 
==== Unique Arguments ====
* '''(1) Howl Percent''' - How often it should howl.  Should be a decimal.
+
All bias values below have meaning from 0 to 1, where 1 is a 100% chance for the action to occur.
* '''(2) Confuse Percent''' - Likelyhood of confusing players when howling. Should be a decimal.
+
* '''(1) Howl Bias''' - Chance of a howl after a charge or stun animation. The game adds 0.3 to this value.
* '''(3) Confuse Distance''' - Distance around the howling delbiter that can be confused.
+
* '''(2) Confuse Bias''' - Chance of confusing players when howling. This chance is rolled if players are within the confuse distance. The game adds 0.3 to this value.
* '''(4) Laser Percent''' - How often it should fire it's laser.  Should be a decimal.
+
* '''(3) Confuse Distance''' - Distance around the Delbiter for finding targets for confuse. The game adds 30 to this value.
* '''(5) Charge Percent''' - How often it should charge. Should be a decimal.
+
* '''(4) Laser Bias''' - Chance of a laser attack after a charge, after a melee attack, or after being stunned. The game adds 0.3 to this value.
 +
* '''(5) Shock/Megid State Bias''' - Chance of changing state to the Shock/Megid state when the Delbiter's HP is below 50%. This is rolled during a Howl. The game adds 0.05 to this value.
 
* '''(6) Type''' - Boolean to set for a Delbiter to charge as it spawns.
 
* '''(6) Type''' - Boolean to set for a Delbiter to charge as it spawns.

Latest revision as of 17:10, 27 March 2025

Enemy

Delbiter

Parameters

Generic Arguments

  • Skin - Value = 220, enemy ID. Defines this enemy as a Delbiter. Do not change.
  • Child Count - Unused for this enemy.
  • Floor Number - Floor ID the enemy is in.
  • Map Section - Room ID the enemy is in.
  • Wave Number 1 - First wave ID this unit spawns in?
  • Wave Number 2 - Second wave ID this unit spawns in?
  • Position X - X coordinate of enemy in reference to the center of the room.
  • Position Y - Y coordinate of enemy in reference to the center of the room.
  • Position Z - Z coordinate of enemy in reference to the center of the room.
  • Rotation Y - Rotation on the Y-axis of the enemy (Rotation Values).

Unique Arguments

All bias values below have meaning from 0 to 1, where 1 is a 100% chance for the action to occur.

  • (1) Howl Bias - Chance of a howl after a charge or stun animation. The game adds 0.3 to this value.
  • (2) Confuse Bias - Chance of confusing players when howling. This chance is rolled if players are within the confuse distance. The game adds 0.3 to this value.
  • (3) Confuse Distance - Distance around the Delbiter for finding targets for confuse. The game adds 30 to this value.
  • (4) Laser Bias - Chance of a laser attack after a charge, after a melee attack, or after being stunned. The game adds 0.3 to this value.
  • (5) Shock/Megid State Bias - Chance of changing state to the Shock/Megid state when the Delbiter's HP is below 50%. This is rolled during a Howl. The game adds 0.05 to this value.
  • (6) Type - Boolean to set for a Delbiter to charge as it spawns.