UnitSetData.BloodlessGrenadier = { BloodlessGrenadier = { InheritFrom = { "BaseVulnerableEnemy" }, Material = "Bone", PreferredSpawnPoint = "EnemyPointRanged", MaxHealth = 500, HealthBarType = "Large", HealthBarOffsetY = -220, AttachedAnimationOffsetZ = 0, IsAggroedSound = "/SFX/Enemy Sounds/Bloodless02/EmoteTaunting", DamagedFxStyles = { Default = "HitSparkEnemyDamagedSkeleton", Rapid = "HitSparkEnemyDamagedSkeletonRapid", }, StunAnimations = { Default = "Enemy_BloodlessGrenadier_OnHit", Heavy = "Enemy_BloodlessGrenadier_OnHit_Heavy", }, OnDeathFireWeapons = { "BloodlessGrenadierDeathDrop" }, DeathAnimation = "EnemyDeathFx_Medium", DeathFx = "EnemyDeathFx", DeathSound = "/SFX/Enemy Sounds/Bloodless02/EmoteDying", BlockAttributes = { "Blink", "Fog" }, DefaultAIData = { DeepInheritance = true, LeapChargeAnimation = "Enemy_BloodlessGrenadier_Leap", LeapLandingAnimation = "Enemy_BloodlessGrenadier_LeapLand", LeapSound = "/SFX/Enemy Sounds/Bloodless02/EmoteThrustAttacking", LeapLandingSound = "/SFX/Enemy Sounds/Bloodless02/EmoteHurt", LeapWhenTargetBeyondDistance = 500, LeapWhenTargetOutOfSight = true, LeapSpeed = 2000, LeapPrepareTime = 0.5, LeapRecoveryTime = 0.5, LeapOffsetRange = 1200, RetreatLeapDistance = 1500, RetreatLeapMinDistance = 600, }, AIOptions = { "AggroAI", }, PostAggroAI = "LeapIntoRangeAI", WeaponOptions = { "BloodlessGrenadierRanged", "BloodlessGrenadierCluster" }, ActiveCapWeight = 1, GeneratorData = { DifficultyRating = 50, BlockEnemyTypes = {"BloodlessGrenadier_Elite"} }, }, BloodlessGrenadier_Elite = { InheritFrom = { "Elite", "BloodlessGrenadier" }, HealthBuffer = 700, DefaultAIData = { DeepInheritance = true, }, ActiveCapWeight = 1.5, -- for encounter difficulty tuning GeneratorData = { DifficultyRating = 80, BlockEnemyTypes = {"BloodlessGrenadier"} }, }, BloodlessSelfDestruct = { InheritFrom = { "BloodlessGrenadier" }, PreferredSpawnPoint = "EnemyPointMelee", MaxHealth = 500, HealthBarType = "MediumLarge", HealthBarOffsetY = -160, IsAggroedSound = "/SFX/Enemy Sounds/Bloodless01/EmoteAlerted", WeaponOptions = { "BloodlessGrenadierDive", "BloodlessReposition" }, DefaultAIData = { DeepInheritance = true, LeapLandingSound = "/EmptyCue", RepositionLeap = true, LeapOffsetRange = 300, LeapRecoveryTime = 0.5, RetreatTimeout = 1.5, LeapWhenTargetBeyondDistance = 300, }, GeneratorData = { DifficultyRating = 35, BlockEnemyTypes = {"BloodlessSelfDestruct_Elite"} }, }, BloodlessSelfDestruct_Elite = { InheritFrom = { "Elite", "BloodlessSelfDestruct" }, HealthBuffer = 600, IsAggroedSound = "/SFX/Enemy Sounds/Bloodless01/EmoteTaunting", WeaponOptions = { "BloodlessGrenadierDive", "BloodlessReposition", "BloodlessReposition" }, --ChanceToRepositionAsWeapon = 0.75, DefaultAIData = { DeepInheritance = true, }, ActiveCapWeight = 1.5, -- for encounter difficulty tuning GeneratorData = { DifficultyRating = 55, BlockEnemyTypes = {"BloodlessSelfDestruct"} }, }, BloodlessPitcher = { InheritFrom = { "BloodlessGrenadier" }, MaxHealth = 350, HealthBarType = "MediumLarge", HealthBarOffsetY = -200, WeaponOptions = { "BloodlessPitch", "BloodlessPitchCurve" }, DefaultAIData = { DeepInheritance = true, PreAttackSound = "/SFX/Enemy Sounds/Bloodless02/EmoteCharging", LeapWhenTargetBeyondDistance = 2000, LeapWhenTargetWithinDistance = 800, LeapWhenTargetOutOfSight = true, LeapOffsetRange = 750, RetreatLeapWhenHitChance = 0.8, RetreatLeapDistance = 1500, RetreatLeapMinDistance = 500, }, GeneratorData = { DifficultyRating = 50, BlockEnemyTypes = {"BloodlessPitcher_Elite"} }, }, BloodlessPitcher_Elite = { InheritFrom = { "Elite", "BloodlessPitcher" }, HealthBuffer = 400, IsAggroedSound = "/SFX/Enemy Sounds/Bloodless02/EmoteTaunting", WeaponOptions = { "BloodlessPitch", "BloodlessPitchCurveVolley" }, DefaultAIData = { DeepInheritance = true, PreAttackDurationMax = 1.0, }, ActiveCapWeight = 1.5, -- for encounter difficulty tuning GeneratorData = { DifficultyRating = 95, BlockEnemyTypes = {"BloodlessPitcher"} }, }, } OverwriteTableKeys( EnemyData, UnitSetData.BloodlessGrenadier )