-- 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", 'hitGFX', "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", 'hitGFX', "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", 'hitGFX', "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"}, 'hitGFX', "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 -- -- ]]