Actions - Orhu/Summer2023Project GitHub Wiki

WIP

Discreet things that cards/enemies can do.

Related Pages

Actions

General

  • Cooldown: Card/action cooldown time

  • Action Type: Type of Action (used to determine further parameters) (attacks may have more than one of these types)

    • Melee: Melee attacks (adapt melee attacks into projectiles)
    • Projectile: Projectile Attacks
    • Trap: Trap Attacks (i.e. attacks that leave behind hazards on the ground)
    • Movement: Movement abilities.
  • Damage: The amount of damage being dealt

  • Damage Type: Defines the kind of damage being dealt

    • Physical: Damage that is affected by the target's defense
    • Special: Damage that is not affected by the target's defense
    • Explosive: Damage that also destroys rocks and other similar obstacles
  • Knockback: Knockback from the attack.

  • Status Inflicts: List of status effects that will be inflicted on the target on hit.

  • Modifiers: Special modifiers on the attack (see Modifiers section)

  • Action Time: Time to perform the action (during which no other actions may be performed (i.e., all card slots are deactivated without cooldown time)

  • Attack Centering/Aiming: Defines where an attack is centered.

    • Caster/Auto: Attack is centered on the caster, aimed automatically.
    • Caster/Mouse: Attack is centered on the caster, aimed in the direction of the mouse cursor.
    • Entity/Auto: Attack is centered on a non-caster entity, aimed automatically.
    • Entity/Mouse: Attack is centered on a non-caster entity, aimed in the direction of the mouse cursor.
    • Mouse: Attack is centered on the mouse cursor (all mouse-centered attacks use auto aim).
  • Number of Actions: Number of subsequent action to be performed, with some time value to determine how long to wait before executing the next attack in the sequence.

  • Chording Effect (only on red/blue cards): The action modifiers applied to non-duplicate root cards in chords.

  • Duplicate Chord Behavior (only on red/blue cards): The action modifiers applied to duplicate root cards in chords.

Projectile Attacks

  • Projectile type: The type of projectile being created

    • Bullet: Flies forward like a bullet

      image

    • Hitscan: Directly hits a targeted entity

      image

    • Orbit: Orbits the player

      image

    • Bomb: Spawns a bomb instead of a normal projectile (bombs explode when they decay)

  • Targets: The number of targets that can be hit before the attack ends (piercing, basically)

  • Homing Time: Projectile Homing Time (bullet/orbit only)

  • Projectile Shape: shape of the projectile (circle, square, etc.) (bullet/orbit only)

  • Projectile Size: size of the projectile (bullet/orbit only)

  • Projectile Speed: speed of the projectile (measured in tiles/s) (bullet/orbit only)

  • Projectile Velocity: the initial velocity of the projectile, comes with direction (relative to player) and magnitude (0 means no velocity) (bomb only)

  • Projectile Lifetime: time before projectile decays (is destroyed) (bullet/orbit/bomb only)

  • Orbit Radius: Radius of orbit from the center of the player (orbit only)

  • Number of projectiles: Number of projectiles spawned (bullet/orbit only)

  • Spawn Mode: How to spawn several projectiles (bullet/orbit only)

    • Subsequent: Spawn projectiles one after the other, with some time denoting the amount of time to wait before spawning the next projectile
    • Simultaneous: Spawn several projectiles at the same time, with initial trajectories set based on spread arc.
      • Random: Spread between projectiles is random within spread arc.
      • Equal: Spread between projectiles is equal (i.e., if 3 projectiles w/ spread arc of 120°, spread would be -60°, 0° (forward), 60°)
  • Spread Arc: The arc over which projectiles are initially directed (i.e. bullet spread) (0° = no spread, 120° = from -60° to 60° (0° being forward)) (bullet only)

Movement Abilities

[TO DO]

Other Abilities

[TO DO]

Notes

All values should be able to be set such that they cannot be altered by chording (i.e. Hex can only ever have 1 action). This is indicated in the numbers spreadsheet by a * appended after the value.

Chording

Enemy Actions

[TO DO]

Modifiers

(If there are extra rules, discuss them here (there should not be many))

  • Bomb: Spawns a bomb (all bomb type projectiles have this effect)
  • Bouncy: (Bullet/Orbit projectiles Only) Projectile will bounce off of obstacles and walls and will only count collisions with enemies as hits.
  • Spellcaster: Attack has a "spellcaster radius" that scales based on projectile size. Enemies passing within the spellcaster radius trigger a "spellcaster attack", playing a card using the attack's projectile as a source. Once the number of spellcaster attacks made exceeds the attack's pierce count, the attack decays. Enemies are only hit once for each time they pass into the spellcaster range of the projectile.
  • Heal on Hit: Provides self-healing on landing an attack that deals damage. Amount of healing should be listed in parentheses.
  • Phantasmal: Projectile passes through obstacles, walls, and enemies.
  • Shield: Enemy projectiles hit by this attack are destroyed.
  • Tick Damage: Damage is dealt on a ticking interval ("tick damage rate") based on when an enemy enters the projectile. (If it is easier, it can just tick on a regular interval that is based on when the projectile is created, though this may make the damage from tick damage projectiles less consistent)

Deprecated Stuff

Melee Attacks

  • Hit type: The variety of hit detection the attack uses

    • Sweep: Hits across a sweeping arc (i.e. a sword swing) (use orbiting projectile instead)

      image

    • Poke: Hits in an arc extending outwards from the player (i.e. shield bash) (use short range bullet projectile instead)

      image

    • Point: Hits at a point/area all at the same time (use instantaneous bullet projectile spawning on point instead)

      image

    • AOE: Hits everything within a set range of the attack (use modified bomb instead)

      image

  • Targets: The number of targets that can be hit before the attack ends

  • Attack Arc: Arc of the attack (used by poke/sweep)

  • Attack Range: Tile Range of the attack

    • Sweep: Reach of the attack (i.e. length of attack hitbox)
    • Poke: Reach of the attack (i.e. distance from player poke reaches)
    • AoE: Defines the radius of the attack range
    • Point: Defines how far in front of the player to place the hit detection area

## Traps

[CUT]