IceDrill
¶
This is a MultiSkillMove with Beetle
and Moth
and as such, it is assumed that the attacker is either one and it also means that post-action won't consume their actor turns like normal.
DoCommand calls¶
# | Conditions | timer | commandtype | data |
---|---|---|---|---|
1 | None | 250.0 | SequentialKeys | {6.0} |
2 | DoCommand 1 set combo to a value higher than 2 |
60.0 | PressKeyTimer | {Random integer (cast to float) between 4 and 6 (Confirm, Cancel or Switch input)} |
DoDamage calls¶
# | Conditions | attacker | target | damageammount | property | overrides | block |
---|---|---|---|---|---|---|---|
1_a | DoCommand 1 set combo to a value higher than 2, done 3 times |
null | availabletargets[target] |
GetMultiDamage for Beetle and Moth / 2.0 * barfill rounded to nearest (to nearest even if ending in .5) + 1 |
Pierce | empty array | false |
1_b | Either one of the following happened:
|
null | availabletargets[target] |
1 | null | empty array | false |
2 | DoCommand 2 set commandsuccess to true |
null | availabletargets[target] |
GetMultiDamage for Beetle and Moth / 2.0 * barfill rounded to nearest (to nearest even if ending in .5) + 2 |
null | empty array | false |
Additional flip logic¶
DoDamage 1_a doesn't have a Flip
property, but the action comes with custom logic that does a reduced version of what the property does and it is also done 3 times, each being done right after DoDamage 1_a call. It only concerns the conditions management and the basestate
set in case of a Topple.
Flip is called on the target
enemy party member. This method features the same flip handling logic than the damage pipeline, but with 3 key differences:
- It doesn't have any logic about the damage effects (it doesn't apply here)
- It doesn't feature a DropItem call if the enemy party member was holding an item
- It doesn't feature setting
isdefending
to false meaning it will not break their guarding
The rest (including the toppling management and the Flipped condition infliction) are the same.
Logic seqeunce¶
- Both
Beetle
andMoth
have LockRigid(false) called on them withflip
andoverrideflip
set to true Beetle
MoveTowards (-2.95, 0.0, -1.45) at 2.0x speedMoth
MoveTowards (-4.25, 0.0, -2.0) at 2.0x speed- Yield until
Beetle
andMoth
'sforcemove
are done - Both
Beetle
andMoth
haveflip
set to true andoverrideflip
set to false - Camera moves slowly to the midpoint between the attacker and the
target
enemy party member Moth
animstate set to 108Prefabs/AnimSpecific/mothbattlesphere
instantiated rooted atMoth
's position + (-0.75, 1.55, 0.0) with 90.0 angle in xPrefabs/Objects/SingleSphere
instantiated childed to thePrefabs/AnimSpecific/mothbattlesphere
with a local position of Vector3.zero and a MeshRenderer's materiral.color of pure white with half transparencyPrefabs/AnimSpecific/mothbattlesphere
moves via an ArcMovement to its position + (2.0, -5.0, 0.0) with 3.0 height over the course of 40.0 frametimePrefabs/AnimSpecific/mothbattlesphere
destroyed in 2.0 secondsDig
sound playscheckingdead
set to a new KabbuDig call onBeetle
- Yield until
checkingdead
is done - Yield for 0.5 seconds
- LockRigid(true) called on
Beetle
Beetle
moves towards (MainManager.MoveTowards) thetarget
enemy party member + -0.1 in z over 75.0 frametime with smooth- DoCommand 1 call happens
- Yield for 1.0 seconds
- Yield until
doingaction
is false commandsuccess
is set to whether or notcombo
is higher than 2 (the command is considered succeeded for this specific action if it is)DigPop
sound playsDirtExplode
particles plays at thetarget
enemy party member position- ShakeScreen for 0.1 ammount for 0.75 time with dontreset
- If
commandsuccess
is true:WaspDrill
sound plays on loopPrefabs/Objects/IceDrill
instantiated rooted at thetarget
enemy party member + -5.0 in y with -90.0 angle in xPrefabs/Objects/IceDrill
moves towards (MainManager.MoveTowards) thetarget
enemy party member over the course of 10.0 frametime with local (this will smoothly reveal the object from the ground)Moth
animstate set to 101Prefabs/Objects/IceDrill
z scale set to 0.75- Camera moves to look at the
target
enemy party member + 2.0 in y Moth
animstate set to 108Prefabs/Objects/IceDrill
gets a SpinAround added with anitself
of (0.0, 0.0, -1.5 *combo
)Beetle
is set to not bedigging
Beetle
y position decreases by 3.0- If the
target
enemy party member's weight is less than 100.0:- LockRigid(true) called on them
- Their y
spin
is set to 2.5 *combo
target
enemy party member getsoverrideanim
andoverridejump
set to truetarget
enemy party member animstate set to 11 (Hurt
)- The following is done 3 times:
- If the
target
enemy party member's weight is less than 100.0, they will move to 1.5 in y via an ArcMovement with 4.0 height over 40.0 frametime with theironground
set to false ShieldHit
sound plays with 0.65 volume- DoDamage 1_a call happens
- Flip is called on the
target
enemy party member (see the section above for more details) - If this is the last (third) iteration, DoCommand 2 call happens
Moth
animstate set to 104- Yield for 0.5 seconds
- Yield for 0.1 seconds
- If the
- Yield until
doingaction
is false Beetle
'ssprite
local position set to Vector3.zerotarget
enemy party member'sspin
zeroed outWaspDrill
sound stopped- If
commandsuccess
is true (set by DoCommand 2):BigHit
sound playsOverworldIce
sound plays at 0.9 pitchDirtExplode
particles plays at thetarget
enemy party membermothicenormal
particles plays atPrefabs/Objects/IceDrill
+ 2.0 in y with a uniform scale of 2.5xIceShatter
particles plays atPrefabs/Objects/IceDrill
+ 2.0 in y with a uniform scale of 2.5xPrefabs/Objects/IceDrill
destroyed- ShakeScreen with an ammount of 0.2 for 0.85 time with dontreset
Beetle
's yspin
set to 30.0Beetle
'soverrideflip
set to falseBeetle
animstate set to 119- If the
target
enemy party member's weight is less than 100.0, they will move to 0.0 in y via an ArcMovement with 7.5 height over 60.0 frametime with theironground
set to false - DoDamage 2 call happens
Beetle
moves to its initial position before this action + Vector3.up via an ArcMovement with a height of 10.0 over 60.0 frametime- Yield for 1.0 seconds
- FlipAngle(true) called on
Beetle
- Camera reset to default slowly
Beetle
'ssprite
local position set to Vector3.zero- If
commmandsuccess
is false (meaning DoCommand 1 setcombo
to 2 or lower OR DoCommand 2 setcommandsuccess
to false):Moth
animstate set to 109 if DoCommand 1 didn't setcombo
to higher than 2DirtExplode
particles plays at thetarget
enemy party member- If
Prefabs/Objects/IceDrill
exists:IceShatter
particles plays where it is + 1.0 in y- It is destroyed
- DoDamage 1_b call happens
Beetle
moves to its initial position before this action via an ArcMovement with a height of 10.0 over 60.0 frametimeBeetle
animstate set to 11 (Hurt
)- Yield for 1.0 seconds
- Both
Beetle
andMoth
have the following happen to them:- MoveTowards their initial position before this action at 2.0x speed with a stopstate of 13 (
BattleIdle
) overrideflip
set to trueoverrideanim
set to falsespin
zeroed out- LockRigid(false) called on them
- MoveTowards their initial position before this action at 2.0x speed with a stopstate of 13 (
- Yield until
Beetle
andMoth
'sforcemove
are done - Both
Beetle
andMoth
have the following happen to them:overrideanim
set to falseflip
set to true- position set to initial position before this action
- LockRigid(false) called on
target
enemy party member target
enemy party member'soverrideanim
set to false- MultiSkillMove is called with 1 and 2 (normally
Beetle
andMoth
)