Sourcemined
Mewgenics
CharacterVerified on build 25143593

The Destroyer

Memento Mori!

Overview

Group
Finalboss
Faction
Enemies
Health
500
Movement
3
Game ID
TheDestroyer

Base stats

  • Strength9
  • Dexterity5
  • Constitution5
  • Intelligence5
  • Speed5
  • Charisma5
  • Luck5

Passive effects 5

  • Trample
  • Final Boss Shield Health
  • Final Boss Become The Child
  • Status On Die
  • Form Changer

Abilities 12

Raw game dataExactly as defined in data/characters/finalboss.gon
  • graphics{7}
    • movieclipFinalBossPhase2
    • nameENEMY_DESTROYER_NAME
    • uifloaters_offset4
    • water_masksquare
    • shadow_size2
    • no_splattertrue
    • tooltipENEMY_DESTROYER_DESC
  • stats{7}
    • strength9
    • dexterity5
    • constitution5
    • intelligence5
    • speed5
    • charisma5
    • luck5
  • properties{12}
    • factionenemies
    • typeboss
    • tag[god, cat]
    • health500
    • size2x2
    • movement3
    • move_blockeverything_even_when_dead
    • dispersed_bonus_turns1
    • corpse_health0
    • can_be_overkilledfalse
    • banned_elite_buffs[Twin]
    • weak_threshold0
  • abilities{3}
    • moveDefaultMove
    • attackDestroyerAttack
    • spells[DestroyerChargeBackflips, DestroyerHolyAttack, DestroyerThrowShield, DestroyerDashAttack, Destroyer2HolyAttack, DestroyerPulse, Destroyer2Pulse, DestroyerDodge, DestroyerBreakShield, DestroyerRaise]
  • passives{5}
    • Trample3
    • FinalBossShieldHealth{2}
      • state_health[0, 35, 35, 35, 35, 0]
      • break_abilityDestroyerBreakShield
    • FinalBossBecomeTheChild{3}
      • GlobalSpawnCharacterMegaGuppy
      • PlayBackground1
      • SwitchMusic{2}
        • new_songsame
        • new_layerevent
    • StatusOnDie{2}
      • RemoveAmbientLightEffects4
      • RemoveGlobalModifiers[BloodRain]
    • FormChanger{4}
      • SwordAndShield{3}
        • attackDestroyerAttack
        • passives{5}
          • FaceLastDamage{1}
            • use_turn_animationstrue
          • FinalBossShieldDestroyerShieldBash
          • FormChangeWhilePrimingAbility{2}
            • primingSwordAndShield_Primed
            • not_primingSwordAndShield
          • AbilityOnRoundEnd{2}
            • abilityDestroyerRaise
            • force_display_nametrue
          • CharacterLightSource{3}
            • color[1, 1, 1]
            • glow[1, 1, 1, 0.5]
            • size2
        • ai{5}
          • brainPatternBrain
          • pattern{2}
            • do_priority[**DestroyerThrowShield, attack]
            • __dupes[2]
              • 0[2]
                • 0do_priority
                • 1[**DestroyerThrowShield, DestroyerHolyAttack]
              • 1[2]
                • 0do_priority
                • 1[**DestroyerThrowShield, attack]
          • decision_weightsdefault
          • move_weightsstay_close
          • fallback_advances_patterntrue
      • SwordAndShield_Primed{4}
        • animation_suffixHoly
        • attackDestroyerAttack
        • passives{4}
          • FinalBossShieldNone
          • ImmediateAbilityReaction{2}
            • abilityDestroyerPulse
            • even_if_blockedtrue
          • FormChangeWhilePrimingAbility{2}
            • primingSwordAndShield_Primed
            • not_primingSwordAndShield
          • CharacterLightSource{3}
            • color[1, 1, 1]
            • glow[1, 1, 1, 0.5]
            • size8
        • ai{6}
          • brainPatternBrain
          • pattern{1}
            • domove
          • decision_weightsdefault
          • move_weightsstay_close
          • fallback_advances_patterntrue
          • _commentthis brain shouldnt ever actually make a decision, just here for redundancy
      • DualSword{6}
        • move_speed_multiplier1.5
        • animation_suffix2
        • attackDestroyerAttack2
        • tooltipENEMY_DESTROYER2_DESC
        • passives{4}
          • StatusWhenStatusCompletelyRemoved{2}
            • statusBackflipWhenTargeted
            • UseAbility{2}
              • abilityDestroyer2HolyAttack
              • respect_primetrue
          • FormChangeWhilePrimingAbility{2}
            • primingDualSword_Primed
            • not_primingDualSword
          • AbilityOnRoundEnd{2}
            • abilityDestroyerRaise
            • force_display_nametrue
          • CharacterLightSource{2}
            • color[1, 0.9, 0.9]
            • size4
        • ai{5}
          • brainPatternBrain
          • pattern{1}
            • do_all[attack, *DestroyerDashAttack, DestroyerDashAttack, DestroyerChargeBackflips]
          • decision_weightsdefault
          • move_weightskeep_distance
          • fallback_advances_patterntrue
      • DualSword_Primed{6}
        • move_speed_multiplier1.5
        • animation_suffixHoly2
        • attackDestroyerAttack2
        • tooltipENEMY_DESTROYER2_DESC
        • passives{3}
          • ImmediateAbilityReaction{2}
            • abilityDestroyer2Pulse
            • even_if_blockedtrue
          • FormChangeWhilePrimingAbility{2}
            • primingDualSword_Primed
            • not_primingDualSword
          • CharacterLightSource{2}
            • color[1, 0.9, 0.9]
            • size8
        • ai{5}
          • brainPatternBrain
          • pattern{1}
            • do_all[attack, *DestroyerDashAttack, DestroyerDashAttack, DestroyerChargeBackflips]
          • decision_weightsdefault
          • move_weightskeep_distance
          • fallback_advances_patterntrue
  • ai{4}
    • brainPatternBrain
    • pattern{1}
      • do_nothing[]
    • decision_weightsdefault
    • move_weightsstay_close
  • categoryfinalboss