HurricaneBeemerang
¶
DoCommand calls¶
# | Conditions | timer | commandtype | data |
---|---|---|---|---|
1 | None | TappingKey |
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 |
Flip | Empty array | false |
2_a | DoDamage 1's result was higher than 0 | null | availabletargets[target] |
DoDamage 1's result - i clamped from 1 to 99, done x - 1 times where i starts at 1 and increments after each iteration and x is the amount of hits which is 2 + the amount of 1/2 parts contained in barfill value after DoCommand 1 (amount of 1/3 parts instead if Beemerang2 medal is equipped) |
Empty array | false | |
2_b | DoDamage 1's result was 0 or lower | null | availabletargets[target] |
0, done x - 1 times where x is the amount of hits which is 2 + the amount of 1/2 parts contained in barfill value after DoCommand 1 (amount of 1/3 parts instead if Beemerang2 medal is equipped) |
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
- Yield for a frame
Prefabs/Particles/Hurricane
is instantiated childed to the attacker'ssprite
slightly up and forward from it rotated -90.0 in x- Yield for a frame
Woosh
sound played onsounds[9]
at 0.5 pitch and 0.6 volume on loop- DoCommand 1 happens
- Yield for a frame
- Yield until
doingaction
is false. Before each frame yield,Prefabs/Particles/Hurricane
's particle emission's RateOverTime is set to 40.0 *barfill
clamped from 3.0 to 40.0 followed by attacker's yspin
is set to 40.0 * (barfill
clamped from 0.3 to 1) followed bysounds[9].pitch
changed tosuccessfulchain
/ 4.0 * 1.25 clamped from 0.5 to 1.5. NOTE: This pitch should have been based onbarfill
assuccessfulchain
is not used for a TappingKey action command. This means the pitch won't change before each frame yield and the exact pitch is dependant on the result of the lastTappingKey
action command which is unexpected 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
Prefabs/Objects/BeerangBattle
is set to go towards slightly up from the targetentity using a BeizierCurve3 with a midpoint being the actual midpoint of the entire trajectory, but a bit forward over the course of 20.0 frames with a z rotation of 20.0 * framestep each frame- The amount of hits is calculated which is done by doing the following:
- Take 2.0 *
barfill
(3.0 *barfill
instead ifBeemerang2
medal is equipped) - Ceil the result and clamp it from 1 to 99
- Add 1 (Add 2 instead if
barfill
is 1.0 or higher)
- Take 2.0 *
enemybounce
is set to a new array of one element being either null if targetentity's deathtype is 12 or if it isn't, a new BounceEnemy coroutine starting on targetentity. In practice, it means all but theKeyR
,KeyL
,Tablet
enemies will have a BounceEnemy coroutine started on them if they are the target of this actionPrefabs/Particles/Hurricane
's particle emission's RateOverTime is set to 50.0 *barfill
clamped from 20.0 to 50.0Prefabs/Objects/BeerangBattle
has a SpinAround added to it with a zitself
of 35.0HurricaneBig
particles are played without destroy at the targetentity positioncombo
is set to 0- For each amount of hits + 1:
- If this is the first iteration:
- DoDamage 1 call happens
lastdamage
is set to a local int
- Otherwise, 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. NOTE: This is incorrect because at this point,
combo
will be 2 which means the word 1 (GREAT) will be skipped
- Otherwise:
- DoDamage 2_b call happens
- Yield for 0.75 / (amount of hits) seconds
- If this is the first iteration:
- The
HurricaneBig
particles are placed offscreen then destroyed in 3.0 seconds - The
Prefabs/Objects/BeerangBattle
's SpinAround is destroyed - The
Prefabs/Particles/Hurricane
is moved offscreen, rooted and destroyed in 3.0 seconds Prefabs/Objects/BeerangBattle
is set to go towards the attacker using a BeizierCurve3 with a with a midpoint being the actual midpoint of the entire trajectory, but a bit forward over the course of 20.0 frames with a z rotation of 20.0 each framesounds[8]
is stoppedPrefabs/Objects/BeerangBattle
is destroyed- attacker animstate set to 13 (
BattleIdle
) - Yield for a frame if the first
enemybounce
isn't null - Yield for 0.25 seconds
- targetentity basestate set to the one it had at the start of this action