UnitSetData.Turtle = { Turtle = { InheritFrom = { "OceanusUnitData", "BaseVulnerableEnemy" }, IntroEncounterName = "TurtleIntro", GameStateRequirements = { { Path = { "GameState", "RoomCountCache", "G_Intro" }, Comparison = ">=", Value = 2, }, }, ActivateAnimation = "Enemy_Turtle_Spawn", MaxHealth = 240, Material = "Stone", OnHitFunctionName = "CheckUnitInvulnerableHit", InvulnerableHitFx = "TurtleInvincibubbleHit", InvulnerableHitImpactVelocity = 1000, InvulnerableHitFlash = true, InvulnerableBlockHint = true, IsAggroedSound = "/SFX/Enemy Sounds/Turtle/EmoteAlerted", DeathSound = "/SFX/Enemy Sounds/Turtle/EmoteDying", DeathAnimation = "EnemyDeathFx_Medium", DeathFx = "EnemyDeathFxFish", StunAnimations = { Default = "Enemy_Turtle_HitStun", Heavy = "Enemy_Turtle_HitStun_Heavy", }, AIOptions = { "AggroAI", }, AIAggroRange = 1300, PostAggroAI = "SurroundAI", DefaultAIData = { DeepInheritance = true, SurroundRetaliateDistance = 370, MaxAttackers = 99, -- Let them claw when too many are lobbing }, MoneyDropOnDeath = { Chance = 0.7, MinParcels = 1, MaxParcels = 1, MinValue = 1, MaxValue = 1, ValuePerDifficulty = 0.2, ValuePerDifficultyMaxValueVariance = 1.3, }, WeaponOptions = { "TurtleBounceLob", "TurtleHide", "TurtleClaw", "TurtleClawRush" }, GeneratorData = { DifficultyRating = 55, BlockEnemyTypes = {"Turtle_Elite"} }, EnemySightedVoiceLines = { RandomRemaining = true, UsePlayerSource = true, GameStateRequirements = { -- None }, SkipCooldownCheckIfNonePlayed = true, Cooldowns = { { Name = "CombatBeginsLinesPlayedRecently", Time = 300 }, }, TriggerCooldowns = { "MelinoeAnyQuipSpeech", }, SuccessiveChanceToPlay = 0.1, { Cue = "/VO/MelinoeField_0544", Text = "Shellbacks." }, { Cue = "/VO/MelinoeField_0545", Text = "Shellbacks!", PlayFirst = true }, { Cue = "/VO/MelinoeField_0546", Text = "More Shellbacks." }, { Cue = "/VO/MelinoeField_0547", Text = "Shellbacks again." }, }, }, Turtle_Elite = { InheritFrom = { "Elite", "Turtle" }, HealthBuffer = 230, IsAggroedSound = "/SFX/Enemy Sounds/Turtle/EmoteTaunting", DefaultAIData = { DeepInheritance = true, }, WeaponOptions = { "TurtleBounceLobElite", "TurtleHide", "TurtleClaw", "TurtleClawRush" }, GeneratorData = { DifficultyRating = 89, BlockEnemyTypes = {"Turtle"} }, }, } OverwriteTableKeys( EnemyData, UnitSetData.Turtle )