UnitSetData.Medea = { Medea = { InheritFrom = { "BaseVulnerableEnemy"}, Groups = { "NPCs", "GroundEnemies" }, Portrait = "Portrait_Medea_Default_01", AnimOffsetZ = 20, SpeakerName = "Medea", LoadPackages = { "Medea", }, SubtitleColor = Color.MedeaVoice, RunHistoryKilledByName = "NPC_Medea_01", TurnInPlaceAnimation = "Medea_Turn", EmoteOffsetX = 0, EmoteOffsetY = -205, SpeechCooldownTime = 9, CreateAnimations = { "MedeaGroundGlow", }, AttachedAnimationName = "MedeaGlow", GrannyTexture = "GR2/MedeaEM_Color", RepulseOnMeleeInvulnerableHit = 150, AIWakeDelay = 0.0, HideHealthBar = true, SpeechParams = { Radius = 1, }, EffectBlocks = { "RavenFamiliarMark" }, MaxHealth = 9999, CannotDieFromDamage = true, BlockCritMark = true, SkipDamagedFx = true, SkipUnitHitFlash = true, Material = "Organic", DefaultAIData = { }, AIOptions = { "AttackerAI", }, WeaponOptions = { "MedeaDagger", "MedeaCast", "MedeaCorpseExplode", "MedeaCast_NoTeleport"}, OnHitVoiceLines = { Cooldowns = { { Name = "MedeaSpokeRecently", Time = 16 }, { Name = "MedeaHitRecentlySpeech", Time = 40 }, }, { RandomRemaining = true, BreakIfPlayed = true, PreLineWait = 0.25, ObjectType = "Medea", SkipCooldownCheckIfNonePlayed = true, GameStateRequirements = { { PathNotEmpty = { "RequiredKillEnemies" }, }, { PathFromArgs = true, Path = { "SourceProjectile", }, IsNone = { "FrogFamiliarLand", "CatFamiliarPounce", "RavenFamiliarMelee", "HoundFamiliarBark", "PolecatFamiliarMelee" }, }, ChanceToPlay = 0.33, }, { Cue = "/VO/Medea_0373", Text = "Best concentrate on {#Emph}him.", PlayFirst = true }, { Cue = "/VO/Medea_0374", Text = "I'm but a shadow!" }, { Cue = "/VO/Medea_0375", Text = "Not {#Emph}me{#Prev}, sorceress!" }, { Cue = "/VO/Medea_0376", Text = "No such fortune." }, { Cue = "/VO/Medea_0377", Text = "I'm immune." }, { Cue = "/VO/Medea_0378", Text = "What did {#Emph}I {#Prev}do?" }, { Cue = "/VO/Medea_0379", Text = "Hit {#Emph}him." }, { Cue = "/VO/Medea_0380", Text = "The Cyclops...?" }, { Cue = "/VO/Medea_0381", Text = "You wound me!" }, { Cue = "/VO/Medea_0382", Text = "Best think again." }, }, }, PlayerInjuredVoiceLineThreshold = 0.66, PlayerInjuredVoiceLines = { RandomRemaining = true, BreakIfPlayed = true, PreLineWait = 0.75, SuccessiveChanceToPlay = 0.5, SkipCooldownCheckIfNonePlayed = true, GameStateRequirements = { -- }, Cooldowns = { { Name = "MedeaSpokeRecently", Time = 16 }, { Name = "MedeaDamageSpeech", Time = 40 }, }, { Cue = "/VO/Medea_0518", Text = "Purest agony...!" }, { Cue = "/VO/Medea_0519", Text = "Are you in pain?" }, { Cue = "/VO/Medea_0520", Text = "You certainly felt that..." }, { Cue = "/VO/Medea_0521", Text = "Your precious blood..." }, { Cue = "/VO/Medea_0522", Text = "A grievous injury..." }, { Cue = "/VO/Medea_0523", Text = "How that must hurt..." }, { Cue = "/VO/Medea_0524", Text = "Internalize the pain." }, { Cue = "/VO/Medea_0525", Text = "You're wounded, sorceress!", PlayFirst = true }, { Cue = "/VO/Medea_0526", Text = "A sacrifice of blood..." }, { Cue = "/VO/Medea_0527", Text = "Such pain..." }, { Cue = "/VO/Medea_0528", Text = "Terrible..." }, { Cue = "/VO/Medea_0529", Text = "Excruciating..." }, { Cue = "/VO/Medea_0530", Text = "Blood spills..." }, { Cue = "/VO/Medea_0531", Text = "{#Emph}" }, }, }, } OverwriteTableKeys( EnemyData, UnitSetData.Medea )