improvement: make spin attack the default attack
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2cee948b31
commit
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4 changed files with 108 additions and 106 deletions
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@ -1,8 +1,7 @@
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return {
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--{attack_name, level},
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{"spinattack", 2},
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{"spindash", 2},
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--{"spinjump", 3},
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{"spindash", 8},
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{"hommingattack", 11},
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{"spinattack", 15},
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{"sonicflare", 18},
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@ -5,41 +5,26 @@
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return {
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name = "attack", -- unused for this attack, but still usefull sometimes
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fullname = "Spin Attack",
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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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description = "Spin to attack. Roll at the right time for more damages",
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needTarget = true,
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targetNumber = 1, -- 0 for targeting all ennemies
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targetEnnemies = true,
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choregraphy = { -- the main attack choregraphy
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{"setAnimation", "none", "walk", false},
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{'goTo', "none", "target", -1, 0, 0.3, true},
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{"addQTE", "none", {"simplePrompt", {{"A", 1}}, 0.2}, "target", false},
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{'playSFX', "none", 'hit'},
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{'setAnimation', "none", 'hit1start', true},
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{'sendDamage', "none", 33, "basic", "none", false},
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{'addGFX',"sentDamage", 'hitGFX', "actor", 0.75, 0, true, false},
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{"goTo", "none", "target", 0, 0, 0.6, false},
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{"wait", "none", 0.3},
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{"setAnimation", "none", "spin", false},
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{'playSFX', "none", 'spinrelease'},
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{"waitActorFinished", "none", "goTo"},
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{"sendDamage", "none", 100, "basic", "none", false},
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{'addGFX', "sentDamage", 'hitGFX', "target", 0, 0, true, false},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'setAnimation', "none", 'hit1end', true},
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{"addQTE", "none", {"simplePrompt", {{"A", 1}}, 0.2}, "target", false},
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{'playSFX', "none", 'hit'},
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{'setAnimation', "none", 'hit2start', true},
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{'sendDamage', "none", 33, "basic", "none", false},
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{'addGFX',"sentDamage", 'hitGFX', "actor", 0.75, 0, true, false},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'setAnimation', "none", 'hit2end', true},
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{"addQTE", "none", {"simplePrompt", {{"A", 1}}, 0.2}, "target", false},
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{'playSFX', "none", 'hit'},
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{'setAnimation', "none", 'hit3start', true},
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{'sendDamage', "none", 33, "basic", "none", false},
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{'addGFX',"sentDamage", 'hitGFX', "actor", 0.75, 0, true, false},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'setAnimation', "none", 'hit3end', true},
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{'setAnimation', "none", 'idle', false},
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{'wait', "none", 0.2},
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{'jumpBack', "none", 0.3, true},
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{"wait", "none", 0.1},
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{"setAnimation", "none", "walk", false},
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{'goTo', "none", "start", 0, 0, 0.3, true},
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{'setAnimation', "none", 'idle', false},
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@ -49,42 +34,3 @@ return {
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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", condition, duration}
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-- "setAnimation" :: Change the animation of the battler
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-- {"setAnimation", condition, 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", condition, "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", condition, damageEffect, accuracy, isSpecial, isAerial}
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-- "sendDamageFromPos" :: Send Damage on a point from Actor position
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-- ::
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-- :: {"sendDamageFromPos", condition, dx, dy, damageEffect, accuracy, isSpecial, isAerial, affectedByDirection}
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-- "sendDamageFromCursor" :: Send Damage on a point from Cursor final position
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-- ::
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-- :: {"sendDamageFromCursor", condition, dx, dy, damageEffect, accuracy, isSpecial, isAerial, affectedByDirection}
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-- "dashForward" :: Dash until your are stopped
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-- :: {"dashForward", condition, speed, blockProcess}
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-- "jumpBack" :: jump to initial position
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-- :: {"jumpBack", condition, blockProcess}
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CONDITION TYPES
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--
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-- "sentDamage" :: an ennemy have received damage
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--
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--
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]]
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92
sonic-radiance.love/datas/gamedata/skills/hitcombo.lua
Normal file
92
sonic-radiance.love/datas/gamedata/skills/hitcombo.lua
Normal file
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@ -0,0 +1,92 @@
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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 = "hitcombo",
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fullname = "Hit Combo",
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cost = 03,
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description = "Chain punches and strike with a final blow",
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needTarget = true,
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targetNumber = 1, -- 0 for targeting all ennemies
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targetEnnemies = true,
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choregraphy = { -- the main attack choregraphy
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{"setAnimation", "none", "walk", false},
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{'goTo', "none", "target", -1, 0, 0.3, false},
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{"wait", "none", 0.15},
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{"addQTE", "none", {"simplePrompt", {{"A", 1}, {"A", 1}, {"B", 1}}, 0.5}, "target", false},
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{"wait", "none", 0.15},
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{'playSFX', "none", 'hit'},
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{'setAnimation', "none", 'hit1start', true},
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{'sendDamage', "none", 40, "basic", "none", false},
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{'addGFX',"sentDamage", 'hitGFX', "actor", 0.75, 0, true, false},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'setAnimation', "none", 'hit1end', true},
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{'playSFX', "none", 'hit'},
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{'setAnimation', "none", 'hit2start', true},
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{'sendDamage', "none", 40, "basic", "none", false},
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{'addGFX',"sentDamage", 'hitGFX', "actor", 0.75, 0, true, false},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'setAnimation', "none", 'hit2end', true},
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{'playSFX', "none", 'hit'},
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{'setAnimation', "none", 'hit3start', true},
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{'sendDamage', "none", 40, "basic", "none", false},
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{'addGFX',"sentDamage", 'hitGFX', "actor", 0.75, 0, true, false},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'setAnimation', "none", 'hit3end', true},
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{'setAnimation', "none", 'idle', false},
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{'wait', "none", 0.2},
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{"setAnimation", "none", "walk", false},
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{'goTo', "none", "start", 0, 0, 0.3, true},
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{'setAnimation', "none", 'idle', false},
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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", condition, duration}
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-- "setAnimation" :: Change the animation of the battler
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-- {"setAnimation", condition, 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", condition, "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", condition, damageEffect, accuracy, isSpecial, isAerial}
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-- "sendDamageFromPos" :: Send Damage on a point from Actor position
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-- ::
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-- :: {"sendDamageFromPos", condition, dx, dy, damageEffect, accuracy, isSpecial, isAerial, affectedByDirection}
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-- "sendDamageFromCursor" :: Send Damage on a point from Cursor final position
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-- ::
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-- :: {"sendDamageFromCursor", condition, dx, dy, damageEffect, accuracy, isSpecial, isAerial, affectedByDirection}
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-- "dashForward" :: Dash until your are stopped
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-- :: {"dashForward", condition, speed, blockProcess}
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-- "jumpBack" :: jump to initial position
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-- :: {"jumpBack", condition, blockProcess}
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CONDITION TYPES
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--
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-- "sentDamage" :: an ennemy have received damage
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--
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--
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]]
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@ -1,35 +0,0 @@
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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 = "spinattack",
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fullname = "Spin Attack",
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cost = 03,
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description = "Spin to attack. Roll at the right time for more damages",
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targetNumber = 1, -- 0 for targeting all ennemies
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targetEnnemies = true,
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choregraphy = { -- the main attack choregraphy
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{"setAnimation", "none", "walk", false},
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{"goTo", "none", "target", 0, 0, 0.6, false},
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{"wait", "none", 0.3},
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{"setAnimation", "none", "spin", false},
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{'playSFX', "none", 'spinrelease'},
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{"waitActorFinished", "none", "goTo"},
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{"sendDamage", "none", 120, "basic", "none", false},
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{'addGFX', "sentDamage", 'hitGFX', "target", 0, 0, true, false},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'jumpBack', "none", 0.3, true},
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{"wait", "none", 0.1},
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{"setAnimation", "none", "walk", false},
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{'goTo', "none", "start", 0, 0, 0.3, true},
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{'setAnimation', "none", 'idle', false},
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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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