BeeRangMultiHit¶
DoCommand calls¶
| # | Conditions | timer | commandtype | data |
|---|---|---|---|---|
| 1 | None | 0.01 | LongRandomBar |
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¶
comboset 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
Wooshsound played onsounds[9]at 0.5 pitch and 0.6 volume on loop- Yield until
doingactionis false. Before each frame yield, attacker's yspinis set to 10 * (successfulchain+ 1) followed bysounds[9].pitchchanged tosuccessfulchain/ 4.0 * 1.25 clamped from 0.5 to 1.5 sounds[9]is stopped at 0.1 speedTosssound is playedWooshsound played onsounds[8]at 0.9 pitch and 0.5 volume on loop- attacker's
spinis zeroed out - attacker animstate set to 101
Prefabs/Objects/BeerangBattleinstantiated at the attacker's position- Camera reset to default
- If
successfulchainhigher than 0,commandsuccessis set to true - For each
successfullchain+ 1:Prefabs/Objects/BeerangBattleis 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
lastdamageis set to a local intcombois decremented (undoes what DoDamage did so it stays at 0)
- Othewise, if the
lastdamagevalue 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/BeerangBattleis 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].pitchis increased by 0.07
- If
successfulchainis 3 or higher,AtkSuccesssound plays Prefabs/Objects/BeerangBattleis 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 framesounds[8]is stopped- attacker animstate set to 13 (
BattleIdle) Prefabs/Objects/BeerangBattleis destroyed- If targetentity's
hpis above 0, its animstate is set to its basestate - Yield of 0.2 seconds