sonic-radiance/sonic-radiance.love/datas/gamedata/skills/hitcombo.lua

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-- A basic file describing the basic attack, in order to make it customizable one
-- day ?
-- Also serve as a tutoriel for how to create a file attack and choregraphy
return {
name = "hitcombo",
fullname = "Hit Combo",
cost = 03,
description = "Chain punches and strike with a final blow",
needTarget = true,
targetNumber = 1, -- 0 for targeting all ennemies
targetEnnemies = true,
choregraphy = { -- the main attack choregraphy
{"setAnimation", "none", "actor", "walk", false},
{'goTo', "none", "actor", "target", -1, 0, 0.3, false},
{"wait", "none", 0.15},
{"taggedAction", "comboQte", {"addQTE", "none", {"simplePrompt", {{"A", 1}, {"A", 1}, {"B", 1}}, 0.5}, "target", false}},
{"wait", "none", 0.15},
{'playSFX', "none", 'hit'},
{'setAnimation', "none", "actor", 'hit1start', true},
{'sendDamage', "none", 40, "basic", "none", false},
{'addGFX',"sentDamage", 'hit1', "actor", 0.75, 0, 0, true, false},
{'playSFX', "sentDamage", 'hitconnect'},
{'setAnimation', "none", "actor", 'hit1end', true},
{'playSFX', "none", 'hit'},
{'setAnimation', "none", "actor", 'hit2start', true},
{'sendDamage', "none", 40, "basic", "none", false},
{'addGFX',"sentDamage", 'hit1', "actor", 0.75, 0, 0, true, false},
{'playSFX', "sentDamage", 'hitconnect'},
{'setAnimation', "none", "actor", 'hit2end', true},
{'playSFX', "none", 'hit'},
{'setAnimation', "none", "actor", 'hit3start', true},
{'sendDamage', "none", 40, "basic", "none", false},
{'addGFX',"sentDamage", 'hit1', "actor", 0.75, 0, 0, true, false},
{'playSFX', "sentDamage", 'hitconnect'},
{'setAnimation', "none", "actor", 'hit3end', true},
{'setAnimation', "none", "actor", 'idle', false},
{'waitFor', "none", "actionFinished:comboQte"},
{"setAnimation", "qteSuccess:1", "actor", "upper", false},
{"waitFor", "qteSuccess:1", "haveFrameSignal:hitconnect"},
{'sendDamage', "qteSuccess:1", 75, "basic", "none", false},
{'addGFX', {"qteSuccess:1", "sentDamage"}, 'hit1', "actor", 0.75, 0, 0, true, false},
{'playSFX', {"qteSuccess:1", "sentDamage"}, 'hitconnect'},
{'wait', "none", 0.2},
{"setAnimation", "none", "actor", "walk", false},
{'goTo', "none", "actor", "start", 0, 0, 0.3, true},
{'setAnimation', "none", "actor", 'idle', false},
},
onContact = { -- if the attack move and touch multiple ennemies, you can add
-- specific effect when you touch the ennemy.
},
}
--[[
CHOREGRAPHY POSSIBLE EFFECTS
-- "wait" :: Simply wait before doing the next command
-- :: {"wait", condition, duration}
-- "setAnimation" :: Change the animation of the battler
-- {"setAnimation", condition, animation, blockProcess}
-- "addGFX" :: Show a GFX relatively to the target position
-- :: (player if target is nil)
-- :: {"addGFX", condition, "gfxname", x, y, affectedByDirection, blockProcess}
-- "sendDamage" :: Send Damage on the whole target Area
-- ::
-- :: {"sendDamage", condition, damageEffect, accuracy, isSpecial, isAerial}
-- "sendDamageFromPos" :: Send Damage on a point from Actor position
-- ::
-- :: {"sendDamageFromPos", condition, dx, dy, damageEffect, accuracy, isSpecial, isAerial, affectedByDirection}
-- "sendDamageFromCursor" :: Send Damage on a point from Cursor final position
-- ::
-- :: {"sendDamageFromCursor", condition, dx, dy, damageEffect, accuracy, isSpecial, isAerial, affectedByDirection}
-- "dashForward" :: Dash until your are stopped
-- :: {"dashForward", condition, speed, blockProcess}
-- "jumpBack" :: jump to initial position
-- :: {"jumpBack", condition, blockProcess}
CONDITION TYPES
--
-- "sentDamage" :: an ennemy have received damage
--
--
]]