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Abilities

Sandust60 edited this page Jan 5, 2024 · 3 revisions

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.

brave_double_jump

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.

"special_double_jump"

velocity

forward velocity on jump.

upward

jump height on jump.

delay

Delay to first use. This will be set when boss was created(round start).

cooldown

Cooldown to next use.

forward_power

The lower the angle of view from 60 degrees to 0 degrees, the higher the speed of moving forward. This is cap of multiplier.

upward_power

The higher the angle of view from 30 degrees to 90 degrees (the higher you look up), the higher the height of the jump.

"sound_brave_jump"

The sound that playing when perform special_double_jump.

ff2r_playanimation

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.

"intro_playanimation" and "rage_playanimation"(They shared parameters)

delay

Delay to play animation. It allow rage_playanimation to play successive animation.

type

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.

activity

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.