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¶
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 onsounds[9]
at 0.5 pitch and 0.6 volume on loop- Yield until
doingaction
is false. Before each frame yield, attacker's yspin
is set to 10 * (successfulchain
+ 1) followed bysounds[9].pitch
changed tosuccessfulchain
/ 4.0 * 1.25 clamped from 0.5 to 1.5 sounds[9]
is stopped at 0.1 speedToss
sound is playedWoosh
sound played onsounds[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 intcombo
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 framesounds[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