Skip to content

BeeRangMultiHit

DoCommand calls

# Conditions timer commandtype data
1 None 0.01 LongRandomBar
  • {3.0, 1.25} if Beemerang2 medal is not equipped
  • {4.0, 1.25} if Beemerang2 medal is equipped

DoDamage calls

# Conditions attacker target damageammount property overrides block
1 None playerdata[currentturn] availabletargets[target] playerdata[currentturn].atk - 1 clamped from 0 to 99. NOTE: This incorrectly ignores a base atk of 0 or lower due to the lower bound clamp null Empty array false
2_a DoDamage 1's result was higher than 0 null availabletargets[target] DoDamage 1's result - i, done successfulchain - 1 times (value after DoCommand 1) where i starts at 1 and increments after each iteration NoExceptions Empty array false
2_b DoDamage 1's result was 0 or lower null availabletargets[target] 0, done successfulchain - 1 times (value after DoCommand 1) null null false

Logic sequence

  • combo set to 0
  • Camera moved to zoom in slowly towards the left of the stage
  • attacker MoveTowards in front of the party, but still towards the left side of the stage
  • Yield until attacker is done with its forcemove
  • attacker animstate set to 100
  • Yield for 0.3 seconds
  • DoCommand 1 happens
  • Yield for a frame
  • Woosh sound played on sounds[9] at 0.5 pitch and 0.6 volume on loop
  • Yield until doingaction is false. Before each frame yield, attacker's y spin is set to 10 * (successfulchain + 1) followed by sounds[9].pitch changed to successfulchain / 4.0 * 1.25 clamped from 0.5 to 1.5
  • sounds[9] is stopped at 0.1 speed
  • Toss sound is played
  • Woosh sound played on sounds[8] at 0.9 pitch and 0.5 volume on loop
  • attacker's spin is zeroed out
  • attacker animstate set to 101
  • Prefabs/Objects/BeerangBattle instantiated at the attacker's position
  • Camera reset to default
  • If successfulchain higher than 0, commandsuccess is set to true
  • For each successfullchain + 1:
    • Prefabs/Objects/BeerangBattle is set to go towards slightly up from the targetentity using a BeizierCurve3 with a midpoint up and back the target over the course of 40.0 frames (12.5 frames instead if it's not the first iteration) with a z rotation of 20.0 each frame
    • If this is the first iteration:
      • DoDamage 1 call happens
      • lastdamage is set to a local int
      • combo is decremented (undoes what DoDamage did so it stays at 0)
    • Othewise, if the lastdamage value of DoDamage 1 was higher than 0:
      • DoDamage 2_a call happens (index is this loop's index)
      • ShowComboMessage is called with targetentity without block
    • Otherwise:
      • DoDamage 2_b call happens
    • If this isn't the last iteration, Prefabs/Objects/BeerangBattle is set to go towards slightly up from its position using a BeizierCurve3 with a midpoint up and back forward its initial position over the course of 1 / 0.045 frames (~22.22 frames) with a z rotation of 20.0 each frame
    • sounds[8].pitch is increased by 0.07
  • If successfulchain is 3 or higher, AtkSuccess sound plays
  • Prefabs/Objects/BeerangBattle is set to go towards the attacker using a BeizierCurve3 with a ymax of 5.0 over the course of 40.0 frames with a z rotation of 20.0 each frame
  • sounds[8] is stopped
  • attacker animstate set to 13 (BattleIdle)
  • Prefabs/Objects/BeerangBattle is destroyed
  • If targetentity's hp is above 0, its animstate is set to its basestate
  • Yield of 0.2 seconds