improvement: make spin attack the default attack

This commit is contained in:
Kazhnuz 2021-06-06 13:19:25 +02:00
parent 2cee948b31
commit d00148c44e
4 changed files with 108 additions and 106 deletions

View file

@ -1,8 +1,7 @@
return {
--{attack_name, level},
{"spinattack", 2},
{"spindash", 2},
--{"spinjump", 3},
{"spindash", 8},
{"hommingattack", 11},
{"spinattack", 15},
{"sonicflare", 18},

View file

@ -4,42 +4,27 @@
-- Also serve as a tutoriel for how to create a file attack and choregraphy
return {
name = "attack", -- unused for this attack, but still usefull sometimes
cost = 00, -- the pp cost of the attack. Will be ignored if it's set
-- as character default attack
name = "attack", -- unused for this attack, but still usefull sometimes
fullname = "Spin Attack",
cost = 00, -- the pp cost of the attack. Will be ignored if it's set
-- as character default attack
description = "Spin to attack. Roll at the right time for more damages",
needTarget = true,
targetNumber = 1, -- 0 for targeting all ennemies
targetEnnemies = true,
choregraphy = { -- the main attack choregraphy
{"setAnimation", "none", "walk", false},
{'goTo', "none", "target", -1, 0, 0.3, true},
{"addQTE", "none", {"simplePrompt", {{"A", 1}}, 0.2}, "target", false},
{'playSFX', "none", 'hit'},
{'setAnimation', "none", 'hit1start', true},
{'sendDamage', "none", 33, "basic", "none", false},
{'addGFX',"sentDamage", 'hitGFX', "actor", 0.75, 0, true, false},
{"goTo", "none", "target", 0, 0, 0.6, false},
{"wait", "none", 0.3},
{"setAnimation", "none", "spin", false},
{'playSFX', "none", 'spinrelease'},
{"waitActorFinished", "none", "goTo"},
{"sendDamage", "none", 100, "basic", "none", false},
{'addGFX', "sentDamage", 'hitGFX', "target", 0, 0, true, false},
{'playSFX', "sentDamage", 'hitconnect'},
{'setAnimation', "none", 'hit1end', true},
{"addQTE", "none", {"simplePrompt", {{"A", 1}}, 0.2}, "target", false},
{'playSFX', "none", 'hit'},
{'setAnimation', "none", 'hit2start', true},
{'sendDamage', "none", 33, "basic", "none", false},
{'addGFX',"sentDamage", 'hitGFX', "actor", 0.75, 0, true, false},
{'playSFX', "sentDamage", 'hitconnect'},
{'setAnimation', "none", 'hit2end', true},
{"addQTE", "none", {"simplePrompt", {{"A", 1}}, 0.2}, "target", false},
{'playSFX', "none", 'hit'},
{'setAnimation', "none", 'hit3start', true},
{'sendDamage', "none", 33, "basic", "none", false},
{'addGFX',"sentDamage", 'hitGFX', "actor", 0.75, 0, true, false},
{'playSFX', "sentDamage", 'hitconnect'},
{'setAnimation', "none", 'hit3end', true},
{'setAnimation', "none", 'idle', false},
{'wait', "none", 0.2},
{'jumpBack', "none", 0.3, true},
{"wait", "none", 0.1},
{"setAnimation", "none", "walk", false},
{'goTo', "none", "start", 0, 0, 0.3, true},
{'setAnimation', "none", 'idle', false},
@ -49,42 +34,3 @@ return {
-- 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
--
--
]]

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@ -0,0 +1,92 @@
-- 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", "walk", false},
{'goTo', "none", "target", -1, 0, 0.3, false},
{"wait", "none", 0.15},
{"addQTE", "none", {"simplePrompt", {{"A", 1}, {"A", 1}, {"B", 1}}, 0.5}, "target", false},
{"wait", "none", 0.15},
{'playSFX', "none", 'hit'},
{'setAnimation', "none", 'hit1start', true},
{'sendDamage', "none", 40, "basic", "none", false},
{'addGFX',"sentDamage", 'hitGFX', "actor", 0.75, 0, true, false},
{'playSFX', "sentDamage", 'hitconnect'},
{'setAnimation', "none", 'hit1end', true},
{'playSFX', "none", 'hit'},
{'setAnimation', "none", 'hit2start', true},
{'sendDamage', "none", 40, "basic", "none", false},
{'addGFX',"sentDamage", 'hitGFX', "actor", 0.75, 0, true, false},
{'playSFX', "sentDamage", 'hitconnect'},
{'setAnimation', "none", 'hit2end', true},
{'playSFX', "none", 'hit'},
{'setAnimation', "none", 'hit3start', true},
{'sendDamage', "none", 40, "basic", "none", false},
{'addGFX',"sentDamage", 'hitGFX', "actor", 0.75, 0, true, false},
{'playSFX', "sentDamage", 'hitconnect'},
{'setAnimation', "none", 'hit3end', true},
{'setAnimation', "none", 'idle', false},
{'wait', "none", 0.2},
{"setAnimation", "none", "walk", false},
{'goTo', "none", "start", 0, 0, 0.3, true},
{'setAnimation', "none", '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
--
--
]]

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@ -1,35 +0,0 @@
-- 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 = "spinattack",
fullname = "Spin Attack",
cost = 03,
description = "Spin to attack. Roll at the right time for more damages",
targetNumber = 1, -- 0 for targeting all ennemies
targetEnnemies = true,
choregraphy = { -- the main attack choregraphy
{"setAnimation", "none", "walk", false},
{"goTo", "none", "target", 0, 0, 0.6, false},
{"wait", "none", 0.3},
{"setAnimation", "none", "spin", false},
{'playSFX', "none", 'spinrelease'},
{"waitActorFinished", "none", "goTo"},
{"sendDamage", "none", 120, "basic", "none", false},
{'addGFX', "sentDamage", 'hitGFX', "target", 0, 0, true, false},
{'playSFX', "sentDamage", 'hitconnect'},
{'jumpBack', "none", 0.3, true},
{"wait", "none", 0.1},
{"setAnimation", "none", "walk", false},
{'goTo', "none", "start", 0, 0, 0.3, true},
{'setAnimation', "none", 'idle', false},
},
onContact = { -- if the attack move and touch multiple ennemies, you can add
-- specific effect when you touch the ennemy.
},
}