Sourcemined
Mewgenics
CharacterVerified on build 25143593

Hitler

Rallies his army. Has a ranged attack and Trample.

Overview

Group
Bosses
Faction
Enemies
Health
200
Movement
4
Game ID
Hitler

Base stats

  • Strength5
  • Dexterity5
  • Constitution5
  • Intelligence5
  • Speed5
  • Charisma5

Passive effects 4

  • Trample
  • Robot
  • Boss Rewards
  • Form Changer

Abilities 5

Raw game dataExactly as defined in data/characters/bosses.gon
  • graphics{5}
    • movieclipHitler
    • nameENEMY_HITLER_NAME
    • uifloaters_offset4
    • shadow_size2
    • tooltipENEMY_HITLER_DESC
  • stats{6}
    • strength5
    • dexterity5
    • constitution5
    • intelligence5
    • speed5
    • charisma5
  • properties{10}
    • tag[humanoid, robot]
    • factionenemies
    • typeboss
    • movement4
    • dispersed_bonus_turns2
    • health200
    • shield200
    • size2x2
    • move_blockeverything_even_when_dead
    • boss_minions_runawayfalse
  • abilities{3}
    • moveGooseStep
    • attackHitlerShoot
    • spells[HitlerHeil, HitlerSuicide, HitlerNuke]
  • passives{4}
    • Trample3
    • Robot1
    • BossRewards{2}
      • commonHitlersPistol
      • rareHitlersMustache
    • FormChanger{2}
      • Default{1}
        • passives{2}
          • HitlerExecute{3}
            • taggrown_hitler_clone
            • abilityHitlerShoot
            • threshold15
          • ImmediateAbilityReaction{2}
            • abilityHitlerSuicide
            • health_threshold50
      • Nuke{6}
        • animation_suffixNuke
        • attackNone
        • moveNone
        • passives{3}
          • DebuffImmunity1
          • BuffImmunity1
          • AddInitiative-10
        • turns{1}
          • dispersed_bonus_turns0
        • ai{4}
          • brainPatternBrain
          • pattern{1}
            • doHitlerNuke
          • move_weightsstay_close
          • decision_weightsalways_cast
  • ai{5}
    • brainPatternBrain
    • pattern{1}
      • do_priority[attack, *HitlerHeil, move]
    • mainturn_pattern{1}
      • do_priority[*HitlerHeil, attack, move]
    • move_weightsstay_close_move_far
    • decision_weightsdefault
  • categorybosses