UnitSetData.LightRanged = { LightRanged = { InheritFrom = { "BaseVulnerableEnemy" }, MaxHealth = 70, HealthBarOffsetY = -200, BlockNextBiomeEnemyShrineUpgrade = true, PreferredSpawnPoint = "EnemyPointRanged", Material = "Bone", ActivateAnimation = "Enemy_LightRanged_Spawn", ActivateStartAlpha = 1.0, IsAggroedSound = "/SFX/Enemy Sounds/Caster/EmoteAlerted", DeathSound = "/SFX/Enemy Sounds/Caster/EmoteDying", DeathFx = "EnemyDeathFxIris", DeathAnimation = "Enemy_LightRanged_Death", AIOptions = { "AggroAI", }, AIAggroRange = 1250, PostAggroAI = "HideAndPeekAI", PeekAggroMultiplier = 3, StunAnimations = { Default = "Enemy_LightRanged_HitStun", }, DefaultAIData = { DeepInheritance = true, RetreatDistance = 500, RetreatBufferDistance = 900, RetreatTimeoutMin = 1.00, RetreatTimeoutMax = 1.50, TakeCoverDuration = 1.0, CoverHugDistance = 250, MoveWithinRangeTimeoutMin = 1.5, MoveWithinRangeTimeoutMax = 1.9, -- FollowAI FollowDistance = 100, PreAttackSound = "/SFX/Enemy Sounds/Caster/EmoteCharging", }, WeaponOptions = { "LightRangedBolt", }, GeneratorData = { DifficultyRating = 10, BlockEnemyTypes = {"LightRanged_Elite"} }, OnDeathFunctionName = "CheckAchievement", OnDeathFunctionArgs = { Name = "AchKillWitchAsSheep", }, OnKillVoiceLines = { { BreakIfPlayed = true, RandomRemaining = true, PreLineWait = 0.65, ObjectType = "Hecate", SuccessiveChanceToPlay = 0.5, SuccessiveChanceToPlayAll = 0.25, GameStateRequirements = { { Path = { "CurrentRun", "Hero", "PolymorphType" }, IsAny = { "Sheep", "Pig", "Rat" } }, }, Cooldowns = { { Name = "HecateSpokeRecently", Time = 12 }, }, { Cue = "/VO/HecateField_0413", Text = "Still dangerous, I see!" }, { Cue = "/VO/HecateField_0414", Text = "More deadly than you look!" }, { Cue = "/VO/HecateField_0415", Text = "Clever..." }, { Cue = "/VO/HecateField_0416", Text = "You still can fight..." }, }, }, }, LightRanged_Elite = { InheritFrom = { "Elite", "LightRanged" }, HealthBuffer = 130, WeaponOptions = { "LightRangedBolt_Elite", }, }, SpreadShotUnit = { InheritFrom = { "LightRanged", }, GenusName = "SpreadShotUnit", AttachedAnimationName = "LightRangedAsphodelGlow", MaxHealth = 150, DefaultAIData = { DeepInheritance = true, SurroundDistance = 550, SurroundRefreshInterval = 0.5, MaxAttackers = 2, }, PostAggroAI = "SurroundAI", WeaponOptions = { "SpreadShotBolt", }, GeneratorData = { DifficultyRating = 20, BlockEnemyTypes = {"SpreadShotUnit_Elite"}, }, }, SpreadShotUnit_Elite = { InheritFrom = { "Elite", "SpreadShotUnit" }, HealthBuffer = 225, ActiveCapWeight = 1.5, -- for encounter difficulty tuning DefaultAIData = { DeepInheritance = true, }, WeaponOptions = { "SpreadShotBolt_Elite", }, }, } OverwriteTableKeys( EnemyData, UnitSetData.LightRanged )