UnitSetData.Swarmer = { Swarmer = { InheritFrom = { "BaseVulnerableEnemy" }, GenusName = "Swarmer", PreferredSpawnPoint = "EnemyPointMelee", Groups = { "FlyingEnemies" }, IsAggroedSound = "/SFX/Enemy Sounds/Swarmer/EmoteAlerted", Material = "Bone", ActivateAnimation = "Enemy_Swarmer_Spawn", ActivateFx = "EnemyPreSpawnTerrainChronos_Small", ActivateFx2 = "EnemyPreSpawnStandingSmallChronos", ActivateFxPreSpawn = "EnemySpawnBurstMediumChronos", DeathFx = "EnemyDeathFxChronosSmall", DeathSound = "/SFX/Enemy Sounds/Swarmer/EmoteDying", DeathAnimation = "Enemy_Swarmer_Death", BlockAttributes = { "SpreadHitShields", }, MaxHealth = 30, HealthBarOffsetY = -100, AggroAnimation = "Enemy_Swarmer_Alert", AggroDuration = 0.5, ActiveCapWeight = 0.35, StunAnimations = { Default = "Enemy_Swarmer_HitStun", Heavy = "Enemy_Swarmer_HitStun_Heavy", }, WeaponOptions = { "SwarmerMelee", }, AIOptions = { "AggroAI", }, GeneratorData = { DifficultyRating = 8, BlockEnemyTypes = { "Swarmer_Elite" }, ActiveEnemyCapBonus = 2, -- to increase the 'swarm' }, EnemySightedVoiceLines = { RandomRemaining = true, UsePlayerSource = true, GameStateRequirements = { -- None }, SkipCooldownCheckIfNonePlayed = true, Cooldowns = { { Name = "CombatBeginsLinesPlayedRecently", Time = 300 }, }, TriggerCooldowns = { "MelinoeAnyQuipSpeech", }, SuccessiveChanceToPlay = 0.1, { Cue = "/VO/MelinoeField_2749", Text = "Sandskulls." }, { Cue = "/VO/MelinoeField_2750", Text = "Sandskulls...!", PlayFirst = true }, { Cue = "/VO/MelinoeField_2751", Text = "More Sandskulls." }, { Cue = "/VO/MelinoeField_2752", Text = "More Sandskulls...?" }, }, }, Swarmer_Elite = { InheritFrom = { "Elite", "Swarmer" }, HealthBuffer = 60, DefaultAIData = { DeepInheritance = true, }, GameStateRequirements = { -- RequiredMinBiomeDepth = 3, }, GeneratorData = { DifficultyRating = 20, BlockEnemyTypes = { "Swarmer" }, ActiveEnemyCapBonus = 2 -- to increase the swarm }, }, SwarmerClockwork = { InheritFrom = { "Swarmer" }, MaxHealth = 225, HealthBarType = "Medium", HealthBarOffsetY = -150, AttachedAnimationName = "SwarmerClockworkGlow", OnDamagedWeaponInterrupt = "SwarmerClockworkRepositionTeleport", OnDamagedWeaponCooldown = 4.0, DefaultAIData = { DeepInheritance = true, }, AIAggroRange = 910, WeaponOptions = { "SwarmerClockworkMelee" }, GeneratorData = { DifficultyRating = 35, BlockEnemyTypes = { "SwarmerClockwork_Elite" } }, }, SwarmerClockwork_Elite = { InheritFrom = { "Elite", "SwarmerClockwork" }, HealthBuffer = 225, OnDamagedWeaponCooldown = 3.0, DefaultAIData = { DeepInheritance = true, }, WeaponOptions = { "SwarmerClockworkMelee_Elite", }, GeneratorData = { DifficultyRating = 65, BlockEnemyTypes = {"SwarmerClockwork",} }, }, } OverwriteTableKeys( EnemyData, UnitSetData.Swarmer )