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
- Melee Attack (Destroyer Attack)
- Move (Default Move)
- Destroyer Charge Backflips
- Destroyer Holy Attack
- Destroyer Throw Shield
- Destroyer Dash Attack
- Destroyer2Holy Attack
- Destroyer Pulse
- Destroyer2Pulse
- Destroyer Dodge
- Destroyer Break Shield
- Destroyer Raise
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