KnightAttack: Difference between revisions

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(New page: If the object has no target, nothing will occur. If it's at melee range, it will damage the target by 3-21 hitpoints, and play the kgtat2 sound effect. At range, it will play its attack s...)
 
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If it's at melee range, it will damage the target by 3-21 hitpoints, and play the kgtat2 sound effect. At range, it will play its attack sound, and if the actor is a [[DeathKnightGhost]], it will always throw [[KnightAxeRed]] objects. Otherwise, it will have a 40% chance of throwing red axes, and 60% for firing regular [[KnightAxe]] objects. All the projectiles are spawned at 36 units from the floor.
If it's at melee range, it will damage the target by 3-21 hitpoints, and play the kgtat2 sound effect. At range, it will play its attack sound, and if the actor is a [[DeathKnightGhost]], it will always throw [[KnightAxeRed]] objects. Otherwise, it will have a 40% chance of throwing red axes, and 60% for firing regular [[KnightAxe]] objects. All the projectiles are spawned at 36 units from the floor.


This ''does not'' include [[FaceTarget]].
This action ''does not'' include [[FaceTarget]].


==See also==
==See also==
[[List of codepointers]]
[[List of codepointers]]
[[Category:Codepointers]]
[[Category:Codepointers]]

Latest revision as of 03:02, 19 January 2010

If the object has no target, nothing will occur.

If it's at melee range, it will damage the target by 3-21 hitpoints, and play the kgtat2 sound effect. At range, it will play its attack sound, and if the actor is a DeathKnightGhost, it will always throw KnightAxeRed objects. Otherwise, it will have a 40% chance of throwing red axes, and 60% for firing regular KnightAxe objects. All the projectiles are spawned at 36 units from the floor.

This action does not include FaceTarget.

See also[edit]

List of codepointers