monster_babygarg

monster_babygarg #

Skill variables #

  • sk_babygargantua_health - monster’s health.
  • sk_babygargantua_dmg_slash - melee damage.
  • sk_babygargantua_dmg_fire - fire damage (per 0.1 seconds).
  • sk_babygargantua_dmg_stomp - stomp damage (per 0.1 seconds).

Default classification #

Gargantua

Soundscripts #

  • BabyGarg.Stomp - stomp projectile sound. Must be looped. Emitted from stomp projectile. Derived from Garg.Stomp with increased pitch.
  • BabyGarg.AttackHit - melee attack hit. Derived from NPC.AttackHit with decreased pitch.
  • BabyGarg.AttackMiss - melee attack miss. Derived from NPC.AttackMiss with decreased pitch.
  • BabyGarg.BeamAttackOn - flame on sound. Derived from Garg.BeamAttackOn with decreased volume.
  • BabyGarg.BeamAttackRun - flame run sound. Derived from Garg.BeamAttackRun with decreased volume.
  • BabyGarg.BeamAttackOff - flame off sound. Derived from Garg.BeamAttackOff with decreased volume.
  • BabyGarg.Footstep - footstep sound.
  • BabyGarg.Idle - idle sound.
  • BabyGarg.Alert - alert sound.
  • BabyGarg.Pain - pain sound.
  • BabyGarg.Attack - occasional roar played on the flame attack.
  • BabyGarg.StompSound - stomp launch sound.
  • BabyGarg.Breath - played on the event 6 in some idle sequences.

Visuals #

  • BabyGarg.Eye - eye sprite. Note: as brightness of the eye dynamically changes, the alpha of the visual means the maximum brightness.
  • BabyGarg.FlameBig - wider part of the flame (reddish by default). Derived from Garg.FlameBig with the smaller beam width.
  • BabyGarg.FlameSmall - narrower part of the flame (bluish by default). Derived from Garg.FlameSmall with the smaller beam width.
  • BabyGarg.FlameLight - entity light emitted on each flame update. Derived from Garg.FlameLight without changes.
  • BabyGarg.Stomp - sprites emitted by the stomp attack.

Animation events #

  • 1 - trace hull attack with right arm. Deals sk_gargantua_dmg_slash damage. Plays BabyGarg.AttackHit or BabyGarg.AttackMiss soundscripts.
  • 3 and 4 - play BabyGarg.Footstep soundscript and shake effect.
  • 5 - create a stomp projectile. Play BabyGarg.StompSound soundscript.
  • 6 - play BabyGarg.Breath soundscript.
  • 7 - kick trace hull attack.

The check melee rules and trace hull attacks properties that emulate monster’s native ones. Could be used as a starting point for further changes.

{
    "monster_babygarg": {
        "check_melee_attack1": {
            "distance": 80,
            "dot": 0.7
        },
        "check_melee_attack2": {
            "distance": 165,
            "dot": 0.8
        },
        "trace_hull_attacks": {
            "1": {
                "distance": 90,
                "height": 64,
                "punchangle": {
                    "pitch": -20,
                    "yaw": -20,
                    "roll": 20
                },
                "knock": {
                    "right": -80
                }
            },
            "7": {
                "distance": 85,
                "height": 64,
                "punchangle": {
                    "pitch": 20,
                },
                "knock": {
                    "forward": 200,
                    "up": 100
                }
            }
        }
    }
}