BeetleTaunt
¶
Explanation of how taunt works¶
This action has a special interaction with GetRandomAvailablePlayer where it will force the target selection by setting forceattack
to currentturn
(meaning the attacker performing this action).
While the enemy party members gets the Taunted condition (if they didn't had notaunt enabled), the condition doesn't actually do anything logically and it only visuals.
What will influence the battle logically solely has to do with forceattack
being set. This action only features that and the animations related to it.
Logic sequence¶
- attacker animstate set to 109
dontusecharge
set to trueTaunt2
sound played onsounds[9]
at 0.9 pitch on loop- Camera positioned to the attacker a bit up and back
- Yield for 1.25 seconds
- Camera reset to default
- For every enemy party member whose notaunt is false:
Prefabs/Particles/AngryParticle
instantiated and childed to the enemy party member positioned at their world CenterPos + -0.1 on z- enemy party member's
overridejump
set to true with the old value saved temporarilly - SetCondition called to add the Taunted condition on the enemy party member for 1 turn
- If
TauntPlus
medal is equipped:- SetCondition called to add the AttackUp condition on the enemy party member for 1 turn
- SetCondition called to add the DefenseDown condition on the enemy party member for 1 turn
sounds[9]
is stopped- For the next 100.0 frames and for each enemy party member whose notaunt is false, the
Taunt
sound may be played if it wasn't playing already (or it is, but its time is past 0.25 seconds) under 2 conditions:- Every 20.0 frames while the enemy party member's
weight
is 100.0 or higher - The enemy party member's
weight
is less than 100.0, it isonground
, itsjumpcooldown
expired and a 10% RNG test passes (this will also have Jump called on the entity party member before the sound playing)
- Every 20.0 frames while the enemy party member's
- For each enemy party member:
- Their
Prefabs/Particles/AngryParticle
is destroyed - Yield until the enemy party member is
onground
- The enemy party member's
overridejump
is reverted to its initial value it had at the start of the action
- Their
forceattack
is set tocurrentturn