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Parameterized: Knockback

KoryuObihiro edited this page Dec 26, 2011 · 3 revisions

Syntax: $entityeffect.knockback

Nested elements:

  • Direct Knockback

    • Using only routines for a Knockback nest will apply the result to a knockback vector.
  • Parameterized Knockback

    • X: Affects the horizontal velocity relative to the knockback vector.

    • Y: Affects the absolute vertical velocity of the knockback vector.

Description: Applies a velocity whose power is calculated with nested elements and direction is determined by the following cases:

  • Target-only events:

  • Multiple-entity events: For Projectile-only events (as of 10/23/2011, only the ProjectileHit node), the vector is between the projectile and the shooter. For attacker-target events, it is between the attacker and the target.

Examples:

Damage: # Apply a basic knockback to targets of attacks from members of the group Brute.
    - 'if attacker.group.Brute':
        - 'targeteffect.knockback': '4'
Damage: # Screwball attack, anybody?
    - 'if projectile.type.egg and attacker.group.metroid':
        - 'targeteffect.knockback':
            X: '0'
            Y: '30'
OnProjectileHit: # Hookshot effect with an arrow?
    - 'if attacker.haspermission.hookshot.use':
        - 'targeteffect.knockback':
            X: '(projectile_x - target_x  * 10)'
            Y: '(projectile_y - target_y  * 10)'
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