attacking

attacking

mediumhitreaction

Details

Kode wheel segment Combat/Combat Events
Style Specialised
Modifiers light, medium, heavy, swing, windup, recovery
Primarily WHEN/DO WHEN
Pre-made brains that use it Unknown

Combat >  Combat Events > attacking

Description

This tile is a Boolean variable. It senses when a character is attacking using melee (not ranged). Can be used to affect a player visually so that they look different when attacking, or apply other actions.

Example Code

This will put an Exclamation point above their head as they punch

WHEN [attacking] DO [display][icon:Exclamation point][above]

This example will make the character bigger every time they punch

WHEN [attacking] DO [scale][=][1.5]

…WHEN [else] DO [scale][=][1]

Place a water faucet effect in your world. Colour it red. Make it a template.

In your player brain

WHEN [attack hit] DO [objvar:my enemy][=][it]

WHEN [attacking][recovery]

…WHEN DO [play fx][IWP:faucet][on][objvar:my enemy]

This will create a blood effect on the enemy during the recovery period of your attack.

 

Modifiers

lightlight: Senses only light attack hits

mediummedium: Senses only medium attack hits

heavyheavy: Senses only heavy attack hits

recoveryswing: Senses when the attack swing starts

recoverywindup: Senses when the windup (arm pulls back before the punch for example) starts, if windup is used


recoveryrecovery: 
Senses the start of the recovery period (after the melee attack is complete)

Other Uses

None

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