feat(cbs): add a skill system, and adapt the basic attack to use it
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8 changed files with 212 additions and 14 deletions
18
sonic-radiance.love/assets/sprites/gfx/hit.lua
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18
sonic-radiance.love/assets/sprites/gfx/hit.lua
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return {
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metadata = {
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height = 32,
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width = 32,
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defaultAnim = "default",
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ox = 16,
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oy = 32,
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},
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animations = {
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["default"] = {
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startAt = 1,
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endAt = 5,
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loop = 1,
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speed = 15,
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pauseAtEnd = false,
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},
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}
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}
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BIN
sonic-radiance.love/assets/sprites/gfx/hit.png
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BIN
sonic-radiance.love/assets/sprites/gfx/hit.png
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After Width: | Height: | Size: 1.8 KiB |
53
sonic-radiance.love/datas/gamedata/skills/attack.lua
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sonic-radiance.love/datas/gamedata/skills/attack.lua
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-- A basic file describing the basic attack, in order to make it customizable one
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-- day ?
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-- Also serve as a tutoriel for how to create a file attack and choregraphy
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return {
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name = "Attack", -- unused for this attack, but still usefull sometimes
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cost = 00, -- the pp cost of the attack. Will be ignored if it's set
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-- as character default attack
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target = nil, -- which area can be selected as a target with the cursor.
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-- if not nil : {ox, oy, shape, size, affectedByDirection}
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targetNumber = 1, -- how many ennemy you can target with the attack.
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effectArea = {1, 0, "point", 1, true}, -- which area is affected by the attack
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-- if not nil : {ox, oy, shape, size, affectedByDirection}
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choregraphy = { -- the main attack choregraphy
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{'setAnimation', 'hit1', true},
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{'addGFX', 'hitGFX', 0.75, 0, true, false},
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{'sendDamage', 33, 100, false, false},
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{'setAnimation', 'hit2', true},
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{'addGFX', 'hitGFX', 0.75, 0, true, false},
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{'sendDamage', 33, 100, false, false},
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{'setAnimation', 'hit3', true},
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{'addGFX', 'hitGFX', 0.75, 0, true, false},
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{'sendDamage', 33, 100, false, false},
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{'setAnimation', 'idle', false},
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{'wait', 0.5}
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},
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onContact = { -- if the attack move and touch multiple ennemies, you can add
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-- specific effect when you touch the ennemy.
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},
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}
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--[[
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CHOREGRAPHY POSSIBLE EFFECTS
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-- "wait" :: Simply wait before doing the next command
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-- :: {"wait", duration}
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-- "setAnimation" :: Change the animation of the battler
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-- {"setAnimation", animation, blockProcess}
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-- "addGFX" :: Show a GFX relatively to the target position
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-- :: (player if target is nil)
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-- :: {"addGFX", "gfxname", x, y, affectedByDirection, blockProcess}
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-- "sendDamage" :: Send Damage on the whole target Area
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-- ::
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-- :: {"sendDamage", damageEffect, accuracy, isSpecial, isAerial}
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]]
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29
sonic-radiance.love/scenes/battlesystem/actors/gfx.lua
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sonic-radiance.love/scenes/battlesystem/actors/gfx.lua
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@ -0,0 +1,29 @@
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local Parent = require("scenes.battlesystem.actors.parent")
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local GFX = Parent:extend()
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function GFX:new(world, x, y, z, spritename, creator, blockProcess)
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local width, height = world.assets.sprites[spritename]:getDimensions()
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GFX.super.new(self, world, x, y, z)
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self:setSprite(spritename, width/2, height, true)
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self:cloneSprite()
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self.creator = creator
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self.blockProcess = blockProcess or false
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self.direction = 1
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end
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function GFX:animationEnded(animation)
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core.debug:print("gfx", 'Current animation "' .. animation .. '" have ended, destroying gfx')
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self:destroy()
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end
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function GFX:draw()
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self:drawSprite()
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end
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function GFX:drawShadow()
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end
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return GFX
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@ -24,6 +24,7 @@ function Hero:new(world, x, y, charid, charnumber)
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self.actionPerTurn = game.characters.list[self.charid].turns
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self:initSprite()
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self:initChoregraphySystem()
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end
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-- INFO FUNCTIONS
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@ -58,6 +59,11 @@ function Hero:update(dt)
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Hero.super.update(self, dt)
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self.keys = self.scene:getKeys(1)
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if (self.isChoregraphyActive) then
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self:updateChoregraphy()
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end
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if (self.currentAction == "moving") then
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self:updateMoving(dt)
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elseif (self.currentAction == "selectAttack") then
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@ -148,7 +154,8 @@ function Hero:receiveSignal(action_type, id)
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self.turnAction = "defend"
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self:switchActiveBattler( )
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elseif (action_type == "attack") then
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self:changeAnimation("hit1")
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--self:changeAnimation("hit1")
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self:startChoregraphy("attack")
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else
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self:switchActiveBattler( )
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end
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@ -163,6 +170,8 @@ end
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function Hero:timerResponse(timer)
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if timer == "switchActiveBattler" then
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self.world:switchActiveBattler()
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elseif timer == "wait" then
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self.choregraphy.changeAction = true
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end
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end
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@ -183,6 +192,101 @@ function Hero:switchActiveBattler()
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self.tweens:newTimer(0.15, "switchActiveBattler")
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end
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-- CHOREGRAPHY FUNCTIONS
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-- All functions related to the choregraphy system
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function Hero:initChoregraphySystem()
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self.choregraphy = {}
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self.choregraphy.current = 0
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self.choregraphy.isFinished = false
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self.choregraphy.changeAction = true
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self.choregraphy.data = {}
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self.choregraphy.effectArea = nil
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self.choregraphy.dx = self.x
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self.choregraphy.dy = self.y
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self.choregraphy.blockedBy = ""
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self.isChoregraphyActive = false
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end
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function Hero:startChoregraphy(skill, dx, dy)
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local skill = require("datas.gamedata.skills." .. skill)
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self.choregraphy.current = 0
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self.choregraphy.isFinished = false
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self.choregraphy.changeAction = true
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self.choregraphy.data = skill.choregraphy
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self.choregraphy.effectArea = skill.effectArea
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self.choregraphy.dx = dx or self.x
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self.choregraphy.dy = dy or self.y
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self.isChoregraphyActive = true
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end
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function Hero:updateChoregraphy(dt)
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if (self.choregraphy.changeAction) then
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self:switchAction()
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end
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end
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function Hero:switchAction()
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self.choregraphy.current = self.choregraphy.current + 1
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local nextAction = self.choregraphy.data[self.choregraphy.current]
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if nextAction == nil then
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self.isChoregraphyActive = false
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self:switchActiveBattler()
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else
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self:doChoregraphyAction(nextAction)
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end
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end
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function Hero:doChoregraphyAction(choregraphyAction)
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local type = choregraphyAction[1] or "unknown"
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self.choregraphy.changeAction = true
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if type == "wait" then
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local duration = choregraphyAction[2] or 1
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self:wait(duration)
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elseif type == "setAnimation" then
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local animation = choregraphyAction[2]
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local blockProcess = choregraphyAction[3]
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self:changeAnimation(animation)
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if (blockProcess) then
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self.choregraphy.blockedBy = animation
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self.choregraphy.changeAction = false
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end
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elseif type == "sendDamage" then
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local xx = self.x + self.direction
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local yy = self.y
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local power = choregraphyAction[2]
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local accuracy = choregraphyAction[3]
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local isSpecial = choregraphyAction[4]
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local isAerial = choregraphyAction[5]
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self:sendDamage(xx, yy, power, accuracy, isSpecial, isAerial)
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elseif type == "addGFX" then
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local sprite = choregraphyAction[2]
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local dx = choregraphyAction[3]
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local dy = choregraphyAction[4]
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local affectedByDirection = choregraphyAction[5]
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if (affectedByDirection) then
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dx = dx * self.direction
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end
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local blockProcess = choregraphyAction[6]
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local x = self.x
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local y = self.y
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local z = 0
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self.world.obj.GFX(self.world, x + dx, y + dy, z, sprite, self, blockProcess)
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else
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core.debug:warning("cbs/hero", "unknown action type " .. type)
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end
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end
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function Hero:wait(time)
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self.tweens:newTimer(time, "wait")
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self.choregraphy.changeAction = false
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end
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-- SPRITE FUNCTIONS
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-- Handle the hero sprite
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end
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function Hero:animationEnded(animation)
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if (animation == "hit1") then
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self:sendDamage(self.x + self.direction, self.y, 33, 100, false, false)
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self:changeAnimation("hit2")
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elseif (animation == "hit2") then
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self:sendDamage(self.x + self.direction, self.y, 33, 100, false, false)
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self:changeAnimation("hit3")
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elseif (animation == "hit3") then
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self:sendDamage(self.x + self.direction, self.y, 33, 100, false, false)
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core.debug:print("cbs/hero", "normal combo finished, switching actor")
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self:changeAnimation("idle")
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self:switchActiveBattler( )
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if (animation == self.choregraphy.blockedBy) then
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self.choregraphy.blockedBy = ""
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self.choregraphy.changeAction = true
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end
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end
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@ -4,5 +4,6 @@ local baseURI = "scenes.battlesystem.actors."
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entities.Hero = require(baseURI .. "hero")
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entities.Ennemy = require(baseURI .. "ennemy")
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entities.GFX = require(baseURI .. "gfx")
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return entities
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@ -6,7 +6,8 @@ return {
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{"borders", "assets/backgrounds/borders"},
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},
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["sprites"] = {
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{"cursorground", "assets/gui/cursor/ground"}
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{"cursorground", "assets/gui/cursor/ground"},
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{"hitGFX", "assets/sprites/gfx/hit"},
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},
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["textures"] = {
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{"menucursor", "assets/gui/cursor-menulist.png"},
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