Mimicking enemy boss movement of Wonderboy in Monster Land

I want to imitate the movement of the “Death” boss enemy in Wonderboy in Monster Land.

At first, I thought it just moves with a sine wave, but it’s not. The up and down movement is erratic.

I thought it changes its faceing direction at the player’s x position, but as you see in the video, it did not change direction when player jumped.

And if the player sitz under the boss, the boss just moves up and down and changes direction irregularly.

So far I’ve tried to imitate its movement with this:

transform.position = pos + transform.up * Mathf.Sin(Time.time * frequency) * amplitude; 

I used sin, but it’s quite different from movement of the boss. How can I change the behaviour in my game to be more like this boss’s movement?

What player actions or feats are available to disrupt enemy Cast a Spell actions?

Obviously, the Attack of Opportunity has changed from 1e, now taking a Reaction instead and dependent on specific feat triggers.

There are a number of Triggers that reference manipulation actions, move actions and ranged attacks, but are there any that have Triggers regarding Cast a Spell and are capable of disrupting the action?

Does “The Final Enemy” explain why sahuagin champions are worth fewer victory points than coral smashers?

“The Final Enemy” from Ghosts of Saltmarsh ends with

The party’s success is determined by how many victory points they accrue by killing sahuagin and accomplishing objectives. The exact numbers are as follows (GoS, p. 138):

A sahuagin champion is CR 3, while a sahuagin coral smasher is only CR 1 (both on GoS, p. 249). Does “The Final Enemy” explain why a champion is worth fewer victory points than a (much) weaker coral smasher?

I am currently running “The Final Enemy” in Adventurers League, so any AL-specific guidance is also acceptable (after stating if the module itself covers this scenario).

If a prone creature is grappled and moved by a flying enemy, does the creature stay prone?

If an enemy is knocked prone and then grappled by an aarakocra or a PC with the fly spell effect, does the prone effect of the target continue into the flight?

I can’t think of a way that the condition would remain, but I really want it to. I appreciate answers based on the 5e rules as written or logic derived from them.

For more context:

I’m trying to make an unorthodox wizard build in 5e. I’m going to make a utility caster that has a low int because no utility or buff spell I know scales with Int. I’m trying to find ways to use a high Strength and buffs to make the build have near-unavoidable damage. The easiest way to do this in 5e is to trigger fall damage; few things can make saves against it, and there is no roll except to avoid or escape the grapple. With enlarge/reduce, I could get advantage on my roll or impose disadvantage on their roll then deal damage. I know that this is ineffective and may not scale well but I still want to try.

Knocking an enemy prone and flying would give disadvantage on their attack roll, which would help me keep concentration and keep my advantage or their disadvantage from enlarge/reduce. Hence why I might use an aarakocra.

Can mage hand be used to trip an enemy who is running away?

How should I rule if my player is attempting to grab hold of the ankle of a humanoid creature that is running away? Would it change anything if the hand was positioned in front of the creature, and as said creature runs past, the hand reaches up and trips it? I know that mage hand can only lift 5 pounds, but would that be enough to trip a medium sized creature?

Will letting my players take enemy weapons cause balance issues?

My players are very much of the “kill a monster and take their stuff” mentality. They have acquired a veritable collection of daggers, javelins, short swords, and so on, from all the monsters they’ve killed. This doesn’t seem like it should cause balance issues, because the weapons are not necessarily stronger than the players’ original weapons, and the weapons they find aren’t magic items (because I want to make sure to keep within the treasure parcel guidelines).

Will I run into any serious problems if my characters take weapons from enemies? If it does cause problems, is there a way around those problems?

How to Prevent Enemy Overlap

I am working on a 2D side-scrolling action platformer.

I am currently working on the state logic for my enemies. These are humanoid enemies that walk on the ground

They currently have idle, patrol, chase, engage, and attack states.

The default state is patrol, where they walk back and forth on a platform. If they encounter a wall or cliff, they idle for a few seconds then turn around and patrol in the other direction.

If the player comes within a chase_radius, they start chasing the player. If the player comes within an attack_radius, they enter an engaged state where they attack every few seconds.

Currently, I don’t have enemies colliding with one another. I allow them to overlap each other. This is nice in the event that two enemies are patrolling in opposite directions. They simply walk passed each other.

The problem is that when two enemies are chasing a player, when one enters the engaged state, they stop and idle until they attack. The second enemy continues to walk until they too are within attack range. They then stop directly on top of the previous enemy and idle until they attack.

In this case, the enemies pretty much completely overlap and it turns an interesting situation with two enemies into a situation with essentially one enemy.

What are some techniques or design choices I can make to prevent this ugly overlap? Ideally, I’d like the enemies to be able to walk passed each other when they are not engaged, but to do something different during combat so that they don’t end up overlapping.

Similar Questions:

  1. Enemies overlapping (involves pathfinding, and isn’t applicable to 2D sidescroller where enemies walk on ground.)
  2. How to avoid enemies overlapping each other when chasing player in Unity?

Does a 3rd-level Wolf Totem barbarian get advantage against enemies when an ally is within 5 feet of the enemy?

The Path of the Totem Warrior barbarian’s 3rd-level Wolf Totem Spirit feature (PHB, p. 50) says:

While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.

Does this benefit apply to the Barbarian as well, if an ally is within 5 feet of an enemy?