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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's sprite 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, the Prefabs/Particles/WalkDust particles's emission.rateOverTime is set to barfill * 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 as barfill goes higher)
  • Camera is reset to default
  • attacker rigid has its gravity disabled
  • enemybounce initialised to a new array with length being the availabletargets'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's trail 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 if barfill is 1.0, 55.5556 frames if barfill 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 is Ground 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 corresponding availabletargets 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