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HeavyStrike

Many of the logic here is shared by Beetle's basic attack. As such, it is assumed that the actor is Beetle's player party member.

DoCommand calls

# Conditions timer commandtype data
1 None 25.0 HoldKeyCountdown {6.0, 1.0}

DoDamage calls

# Conditions attacker target damageammount property overrides block
1_a DoCommand 1 set commandsuccess to true Beetle's player party member availabletargets[target] Beetle's atk + 2 unclamped Flip {NoSound} false
1_b DoCommand 1 set commandsuccess to false Beetle's player party member availabletargets[target] Beetle's atk clamped from 0 to 2. NOTE: This incorrectly removes influences of negative atk values Flip Empty array false

Logic sequence

  • If in demomode, CreateHelpBox is called with id 1
  • Camera is moved to look at targetentity
  • targetentity gets overridejump set to true
  • Beetle MoveTowards in front of the enemy (calculated based on its size or freezesize)
  • Yield until Beetle is done with its forcemove
  • Camera zooms in slightly
  • Beetle animstate set to 103
  • DoCommand 1 call happens
  • Charge3 sound played on sounds[9] with 0.5 pitch on loop
  • Yield until doingaction is false (for each yield, the Charge9 sound pitch is increased by 0.01 and clamped from 0.5 to 1.25 while Beetle sprite shakes slightly by random displacement)
  • sounds[9] (Charge3 sound) is stopped
  • Camera zooms out slightly
  • If commandsuccess (the action command succeeded):
    • DoDamage 1_a call happens
    • ShakeScreen called with ammount of (0.1, 0.1, 0.1) and time of 0.25
    • HugeHit sound is played
    • Beetle animstate set to 104
    • BounceEnemy for the targetentity with bounce of 1 and multiplier of 1.6
    • yield until the BounceEnemy is done
    • 0.15 seconds yield
  • Otherwise (the action command failed)
    • AtkFail sound plays
    • DoDamage 1_b call happens
    • Beetle gets overridejump and overrideanim set to true
    • Beetle jumps with an animstate of 106 and a slight -z spin
    • 0.3 seconds yielded
    • Beetle animstate set to 105 with a very slight +z spin
    • Yield until Beetle is onground
    • Beetle animstate set to 107
    • Prefabs/Particles/deathsmokelow instantated and destroyed in 1.0 seconds
    • Frame yield
    • Beetle x/z angles reset to 0.0 and spin zeroed out
    • 0.45 seconds yield
  • targetentity gets overrideanim set to false
  • Beetle gets overridejump and overrideanim set to false
  • Beetle spin is zeroed out
  • targetentity gets overridejump set to false