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Presumably an alternate skill, where Artificer fires an ice orb projectile. The attack speed is actually so slow that the cooldown time is nearly faster than it. Ice Bolt that slowly fires out ice crystals that deal 300% damage and freezes enemies briefly on hit, however the freeze's execute is janky. RoR2/Junk/Mage/.assetĪn alternative primary for Artificer. Ice Bolt projectile about to impact with a poor Stone Golem RoR2/Junk/Mage/MageBodyFireIceBolt.asset This state has an unused "FireSecondaryRaysServer()" method which also zaps nearby enemies. Upon hitting an enemy, Loader spawns the "Prefabs/Projectiles/LoaderZapCone" projectile and gets launched back. Loader does a short hop and plays the "BigPunch" animation. Activating the ability, however, does nothing.īig Punch RoR2/Junk/Loader/BigPunch.asset Loader gets the "LoaderStaticChargeComponent" component on her body, and calls "ConsumeChargeAuthority()", which gives her the "LoaderOvercharged" buff. You can gain charge while it drains.īegin Overcharge RoR2/Junk/Loader/BeginOvercharge.asset The charge would slowly drain until it hits zero, then it would switch to the "Idle" state. Upon consuming the charge, Loader would get the "LoaderOvercharged" buff and then the component would set its state to "Drain". Loader would build up charge from dealing and taking damage to a maximum amount. Loader would have spawned with the "LoaderStaticChargeComponent" component. While it can be placed, the mine deployer fails to spawn the prefab for mines and will throw errors. The skill iterates through all instances of the "BaseMineDeployerState", instead of using a DeployableSlot. The SkillDef only allows the skill to be used if there's not an existing mine deployer belonging to the owner.
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Interestingly, the skill uses a unique type of SkillDef "EngiMineDeployerSkill". RoR2/Junk/Engi/.assetĪn ability for Engineer that lets him place down a mine deployer. Seems like engineer would have placed a wall-type shield. Attempting to enter this state causes errors, however. It doesn't seem to detect whether the attack is applied to the back or not.Įngineer Thermal Harpoons Startup RoR2/Junk/Engi/.assetĮngineer's alternate utility, Thermal Harpoons, appears to have had a brief "Startup" before being able to paint targets. The imp would play the "Backstab" animation and deal 400% damage. The teleport looks the same as the one that players use to teleport into the stage and out, but its colored yellow. It spawns a teleport zone onto the player, and if the player remained it to for too long, then they would get teleported to the boss. It would open a portal, "Retreat" into it for some time, teleport to another location, then "Emerge" out of it. The GrandParent would target an enemy, send its fist through a portal, and teleport to the enemy. The GrandParent would play the "PortalFist" animation. Portal Fist RoR2/Junk/GrandParent/PortalFist.asset It would spawn up to 5 "Ancestral Pod"s near the farthest enemy. The GrandParent would play the "SpawnPodWarn" animation. The Beetle Guard puts both hands down and shivers, buffing themselves. Lunar Chimera (Golem)s use theirs though. The monster has access to this ability normally, but lacks the AISkillDrivers to activate it. Ingame, the Beetle uses "HeadbuttState" and plays the "Headbutt" animation. This might have been planned to be a shared melee state. This state calls for the animation "Melee1", lasts 3.5 seconds, deals 10 damage with a force magnitude of 10. 2.2.4 Unused Suppressive Fire PreparationĮnemies Beetle MeleeState RoR2/Junk/Beetle/.
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