HornDash
¶
DoCommand calls¶
# | Conditions | timer | commandtype | data |
---|---|---|---|---|
1 | None | 170.0 | TappingKey | {4.0, 8.0, 1.25, 1.0} |
DoDamage calls¶
# | Conditions | attacker | target | damageammount | property | overrides | block |
---|---|---|---|---|---|---|---|
1 | Done for each enemy party member whose position is Ground |
playerdata[currentturn] |
The enemy party member | playerdata[currentturn].atk * barfill (value after DoCommand 1) ceiled then clamped from 1 to 99. If barfill is exactly 1.0 (the bar was fully filled), 1 is added after the clamp. NOTE: This clamp incorrectly removes the influence of negative atk values |
Flip | Empty array | false |
Logic sequence¶
- attacker MoveTowards in fron of the player party, but still to the left of the stage at 2.0 speed stopping at animstate 116
- The camera moves up and back slowly
- Yield until the attacker's
forcemove
is done - attacker
overridejump
set to true - attacker
overrideanim
set to true Prefabs/Particles/WalkDust
particles instantiated childed to the attacker'ssprite
slightly up and back from it with x angle of -90.0- Yield for a frame
- DoCommand 1 call happens
- Yield until
doingaction
goes to false (during the yield, thePrefabs/Particles/WalkDust
particles's emission.rateOverTime is set tobarfill
* 20.0 clamped from 3.0 to 15.0 and their local position set to (Sin(Time.time * 7.0) * 0.25 *barfill
, 0.2, -0.1) meaning they will oscillate left and right asbarfill
goes higher) - Camera is reset to default
- attacker
rigid
has its gravity disabled enemybounce
initialised to a new array with length being theavailabletargets
's length- attacker animstate set to 117
Prefabs/Particles/WalkDust
particles's main.startLifetime set to 1.5 and startSize to 1.25- If
barfill
is higher than 0.3 (more than 30% filled), attacker'strail
is set to true FastWoosh
sound plays- Over the course of x amount of frames where x is 1 / (0.04 * (
barfill
clamped from 0.45 to 1.0)) (basically, 25.0 frames ifbarfill
is 1.0, 55.5556 frames ifbarfill
is 0.45 or below), attacker moves from (-1.0, 0.0, -0.25) to (15.0, 0.0, 0.0). If they get past an enemy party member whose position isGround
and they didn't received damages already:- DoDamage 1 call happens on the enemy party member
- A BounceEnemy coroutine starts on the enemy party member and stored in
enemybounce
with the correspondingavailabletargets
index with 2 bounced and 1.5 multiplier
- Yield until all
enemybounce
elements goes to null (meaning all EnemyBounce coroutines are fully done) - attacker's
trail
is set to false - attacker position set to (-10.0, 0.0, 0.0)
- attacker
overridejump
is set to false - attacker
overrideanim
is set to false - attacker animstate set to 1 (
Walk
) with a SetAnimForce call Prefabs/Particles/WalkDust
particles is destroyed- attacker MoveTowards its initial position before this action
- Yield until attacker's
forcemove
is done - attacker
rigid
gets its gravity enabled back