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BeeFly

This is a MultiSkillMove with Bee and Beetle and as such, it is assumed that the attacker is either one and it also means that post-action won't consume their actor turns like normal.

DoCommand calls

# Conditions timer commandtype data
1 None 170.0 TappingKey {Random integer (cast to float) between 4 and 6 (Confirm, Cancel or Switch input), 8.0, 0.8, 1.0}
2 DoCommand 1 set barfill above 0.5 50.0 * barfill clamped from 25.0 to 50.0 PressKeyTimer {Random integer (cast to float) between 4 and 6 (Confirm, Cancel or Switch input)}

DoDamage calls

# Conditions attacker target damageammount property overrides block
1_a DoCommand 2 executed and set commandsuccess to true null availabletargets[target] GetMultiDamage for Bee and Beetle + 2 then 2 is added to it if barfill is 1.0 or higher Pierce empty array false
1_b Either DoCommand 2 didn't executed or it did, but set commandsuccess to false null availabletargets[target] (GetMultiDamage for Bee and Beetle + 2 then 2 is added to it if barfill is 1.0 or higher) * 0.25 floored clamped from 1 to 99 null empty array false
2 DoDamage 1_a happened and the target enemy party member position is Flying with a ToppleFirst weakness null availabletargets[target] 1 Pierce {NoCounter} false

Logic seqeunce

  • Both Bee and Beetle have LockRigid(true) called on them with overrideanim and overridejump set to true
  • Jump sound plays
  • Over the course of 31.0 frames, Bee moves to Beetle + Vector3.up via a BeizierCurve3 with a ymax of 4.0. During the move, Bee animstate is set to 2 (Jump)
  • Camera moves slowly to look at the target enemy party member + 4.25 + its height in y and -9.5 in z
  • BeeFly sound plays on sounds[9] on loop
  • Bee position set to Beetle's - 0.1 in z
  • Bee and Beetle animstate set to 102
  • Beetle gets childed to Bee
  • DoCommand 1 call happens and it's set to actionroutine
  • Over the course of 171.0 frames, Bee moves towards the target enemy party member's world CenterPos + (0.0, 0.0 -0.1) in x and for the y, it's the same, but + 5.0 + a lerp from 0.5 to 5.0 with a factor of barfill (the z is 0.0). Essentially, Bee will move up more as barfil fills up, but will still align themselves with the target enemy party member horizontally. During the move, sounds[9] pitch is set to a lerp from 1.0 to 1.2
  • sounds[9] is stopped
  • Fall sound plays
  • Beetle gets childed back to the battlemap
  • Beetle animstate set to 119
  • Beetle's sprite.flipY set to true
  • Beetle's y spin set to 25.0 * barfill
  • Bee animstate set to 114
  • If barfill is higher than 0.5 (by then, DoCommand 1 should be done even if it wasn't confirmed finished):
    • FinishAction is called manualled to end DoCommand 1 if it wasn't already (but it should be by then)
    • Yield for 0.5 seconds
    • DoCommand 2 call happens
  • Over the course of x frames, but continued indefinetely if doingaction is still true (x is 50.0 * barfill clamped from 25.0 to 50.0):
    • Bee moves to 20.0 in x and up by 10.0 in y from their current position via a BeizierCurve3 with a ymax of -3.0
    • Beetle moves to the target enemy party member's world CenterPos + (0.0, 0.0 -0.1)
  • Bee is moved offscreen
  • If commandsuccess is true (by this point, DoCommand 2 is confirmed finished):
    • AtkSuccess sound plays
    • ShakeScreen with 0.2 ammount and 0.5 time with dontreset
    • HugeHit sound plays
    • DoDamage 1_a call happens
    • If the target enemy party member position is Flying with a ToppleFirst weakness, DoDamage 2 call happens
    • Yield until Beetle y position gets to 0.0 or lower while it decreases by 1/4 of the game's frametime every frame
    • DirtExplode particles plays at Beetle position
    • Dig sound plays at 1.2 pitch
    • Beetle's digging is set to true
    • Beetle's sprite.flipY is reset to false
    • Beetle's spin is zeroed out
    • Yield for 0.5 seconds
  • Otherwise (commandsuccess is false):
    • DoDamage 1_b call happens
    • Beetle animstate set to 105
    • Beetle's sprite.flipY is reset to false
    • Beetle's spin is zeroed out
    • Over the course of 51.0 frames, Beetle moves to its initial position before this action via a BeizierCurve3 with a ymax of 5.0
  • Camera is reset to default
  • Over the course of 46.0 frames:
    • Bee moves to their initial position before this action + Vector3.down
    • If commandsuccess is true, Beetle moves to its initial position before this action
  • Bee animstate set to 13 (BattleIdle)
  • Bee has SetAnim called with empty args with force
  • Bee position is set to their initial position before this action
  • If Beetle is digging:
    • DigPop sound plays
    • DirtExplode particles plays at Beetle position
  • Both Bee and Beetle have LockRigid(false) called on them with digging, overrideanim and overridejump set to true
  • MultiSkillMove is called with 0 and 1 (normally Bee and Beetle)