dodge
Details
Kode wheel segment | Combat |
Style | Specialised |
Modifiers | at speed / distance / in direction / invulnerable / with strafing |
Primarily WHEN/DO | DO |
Pre-made brains that use it | Unknown |
Combat > dodge
Description
This tile is used to create a dodge animation. The default is a forward roll. All character brains use it for the B button for when there is no interactable objects in front of the character. Personally I find the forward roll very annoying and normally remove it. It does not seem a good defensive move to roll into your attacking enemy. You can change it with modifiers.
Example Code
WHEN [B][pressed] DO [dodge]
Modifiers
at speed: Paired with a number. Changes the speed of the forward roll.
distance: Paired with a number. Changes the distance the player will move when dodging. The forward roll stays the same, but for longer distances than the roll itself it creates a sliding motion.
in direction: Paired with a vector or direction. The player will do a forward roll in that direction.
WHEN [B][pressed] DO [dodge][in direction][left]
invulnerable: This stops the player taking attack damage while dodging.
with strafing: This makes no difference to a standard dodge with no modifiers, however can create dramatic effects when used in conjunction with [in direction].
WHEN [B][pressed] DO [dodge][in direction][left][with strafing] // player side steps to the left
WHEN [B][pressed] DO [dodge][in direction][backwards[with strafing] // player does a backwards roll
Other Uses
None
Project Spark Alphabet Video