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¶
comboset 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/Hurricaneis instantiated childed to the attacker'sspriteslightly up and forward from it rotated -90.0 in x- Yield for a frame
Wooshsound played onsounds[9]at 0.5 pitch and 0.6 volume on loop- DoCommand 1 happens
- Yield for a frame
- Yield until
doingactionis false. Before each frame yield,Prefabs/Particles/Hurricane's particle emission's RateOverTime is set to 40.0 *barfillclamped from 3.0 to 40.0 followed by attacker's yspinis set to 40.0 * (barfillclamped from 0.3 to 1) followed bysounds[9].pitchchanged tosuccessfulchain/ 4.0 * 1.25 clamped from 0.5 to 1.5. NOTE: This pitch should have been based onbarfillassuccessfulchainis 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 lastTappingKeyaction command which is unexpected sounds[9]is stopped at 0.1 speedTosssound is playedWooshsound played onsounds[8]at 0.9 pitch and 0.5 volume on loop- attacker's
spinis zeroed out - attacker animstate set to 101
Prefabs/Objects/BeerangBattleinstantiated at the attacker's position- Camera reset to default
Prefabs/Objects/BeerangBattleis 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 *barfillinstead ifBeemerang2medal is equipped) - Ceil the result and clamp it from 1 to 99
- Add 1 (Add 2 instead if
barfillis 1.0 or higher)
- Take 2.0 *
enemybounceis 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,Tabletenemies 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 *barfillclamped from 20.0 to 50.0Prefabs/Objects/BeerangBattlehas a SpinAround added to it with a zitselfof 35.0HurricaneBigparticles are played without destroy at the targetentity positioncombois set to 0- For each amount of hits + 1:
- If this is the first iteration:
- DoDamage 1 call happens
lastdamageis set to a local int
- Otherwise, if the
lastdamagevalue 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,
combowill 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
HurricaneBigparticles are placed offscreen then destroyed in 3.0 seconds - The
Prefabs/Objects/BeerangBattle's SpinAround is destroyed - The
Prefabs/Particles/Hurricaneis moved offscreen, rooted and destroyed in 3.0 seconds Prefabs/Objects/BeerangBattleis 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/BeerangBattleis destroyed- attacker animstate set to 13 (
BattleIdle) - Yield for a frame if the first
enemybounceisn't null - Yield for 0.25 seconds
- targetentity basestate set to the one it had at the start of this action