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.