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Abilities
Abilities will be distinguished to passive or active. Passive one has special_
prefix, active one has rage_
prefix. But some case will have different prefix.
This provides special_double_jump
and sound_brave_jump
. This ability can perform by basic double jump(press spacebar twice).
Differences with official VSH are cooltime, controllable jump speed and height by angle. Also HUD supports translation.
forward velocity on jump.
jump height on jump.
Delay to first use. This will be set when boss was created(round start).
Cooldown to next use.
The lower the angle of view from 60 degrees to 0 degrees, the higher the speed of moving forward. This is cap of multiplier.
The higher the angle of view from 30 degrees to 90 degrees (the higher you look up), the higher the height of the jump.
The sound that playing when perform special_double_jump
.
This provides intro_playanimation
and rage_playanimation
. Those Abilities allow bosses to perform animation or gesture. But sometimes it can be ignored. intro_playanimation
will be played on setup.
Delay to play animation. It allow rage_playanimation
to play successive animation.
If value is 1, ability force specific sequence. If that's 2(default value), ability play gesture. Its value affect to activity
parameter. Sequence keep try to finish animation if it was disrupted by another animation.
If type
is 1, this parameter should be sequence name(ex. taunt01) or activity name(ex. ACT_TRANSITION). But its value is 2, parameter should be activity name. But you can add any animation to your boss model with unused activity name. This method allows to use custom animation for rage.