As said earlier with Goy, the sword is gonna be totally custom, just like Diarandor did.
With this, we've talked about some feature that we could implement within the brand new sword, with the details given
[ ] More FSA styled sword
The approach of the game first was to show that other gameplay styles are possible, Four swords adventure is closer to the ALTTP gameplay style with it's own touch (3d zelda aspect for items)
[x] Basic slash attack (state 0)
-> Using game:on_keypressed as base, might use map:on*_pressed (since the sword is only usable in maps ...)
The code is dirty as fuck currently, using a custom value for the keyboard's attack input, might use the build in value and overwrite it.
-> rewrite the sword value, game:set_ability("sword") does not disable the default sword and will overlap with the custom one
-> start the menu from on_using() in the sword item script
Pressing the input will not restart the animation, instead, another attack will be performed
state 0 = first slash
state 1 = second or back stab or forward
state 3 = state 0 or forward or back stab
state 4 = spin attack if learned
Attack damage ratio (all result are multiplicated by the sword variant)
default slash 1 sword variant / hero mode
back stab / forward dash = 1.5 sword variant / hero mode
spin attack = 2 * sword variant / hero mode
-- Skill Related
[ ] Spin Attack
Pretty obvious, if the skill is learned then the custom sword will allow spin attack
[ ] Mega Spin Attack
Last skill in the game (visible in the QSS), holding the input will allow the player to do a mega spin attack (spinning 5 times max), releasing it during the spin attack will interrupt it
[ ] Down thrust
As it seems obvious enough, though, the Down thrust already use a custom sword, it's sprite is based on the current build in sword, which need to be modified as well
[ ] Roll Attack
Needed: Rolling for Link
Rolling has been implemented for a while but someone accidentally deleted it on the Dropbox and no backup has been made.
Mecanic: Pressing attack while rolling = forward attack, successfully hitting an enemy (hurt) = spin attack
-- Requested
[ ] Back stab
If the player is pressing the opposite direction, like Four Swords Adventure, Link will do a backstab
[ ] Dash attack
Pressing forward while slashing the sword will do the Dash attack, like in Four Swords Adventure
[ ] Faster Spin Attack Loading
A hidden skill requested by Goy, since the sword is now custom then we can control the frame delay of the loading animation
[ ] Shield stab
While using the shield, the player can use the custom sword in order to stab nearly enemies
[ ] Knockback on wall touched
Self explainatory
[ ] Spin attack
Spin attack loading animation will be different, the sword will glow slowly on state 0, faster on state 1, state 0 does normal spin attack damage, state 1 does 1.5 more damage
There will till be particles, but they would be here for fancy effect
[ ] Hero mode
Of course, hero mode damage are ridiculous in term of sword damage, they are divided by 2, at least for the build in sword
To do it I think a menu will do the thing, and rewrite the default attack command through on_key_pressed() (or on_command_pressed() but first tests does nothing)
As said earlier with Goy, the sword is gonna be totally custom, just like Diarandor did. With this, we've talked about some feature that we could implement within the brand new sword, with the details given
Since Rey isn't responding, I will do the sprites based on this spriteset https://www.spriters-resource.com/fullview/33499/
[ ] More FSA styled sword The approach of the game first was to show that other gameplay styles are possible, Four swords adventure is closer to the ALTTP gameplay style with it's own touch (3d zelda aspect for items)
[x] Basic slash attack (state 0) -> Using game:on_keypressed as base, might use map:on*_pressed (since the sword is only usable in maps ...) The code is dirty as fuck currently, using a custom value for the keyboard's attack input, might use the build in value and overwrite it. -> rewrite the sword value, game:set_ability("sword") does not disable the default sword and will overlap with the custom one -> start the menu from on_using() in the sword item script
Pressing the input will not restart the animation, instead, another attack will be performed state 0 = first slash state 1 = second or back stab or forward state 3 = state 0 or forward or back stab state 4 = spin attack if learned
Attack damage ratio (all result are multiplicated by the sword variant) default slash 1 sword variant / hero mode back stab / forward dash = 1.5 sword variant / hero mode spin attack = 2 * sword variant / hero mode
-- Skill Related
[ ] Spin Attack Pretty obvious, if the skill is learned then the custom sword will allow spin attack
[ ] Mega Spin Attack Last skill in the game (visible in the QSS), holding the input will allow the player to do a mega spin attack (spinning 5 times max), releasing it during the spin attack will interrupt it
[ ] Down thrust As it seems obvious enough, though, the Down thrust already use a custom sword, it's sprite is based on the current build in sword, which need to be modified as well
[ ] Roll Attack Needed: Rolling for Link Rolling has been implemented for a while but someone accidentally deleted it on the Dropbox and no backup has been made.
Mecanic: Pressing attack while rolling = forward attack, successfully hitting an enemy (hurt) = spin attack
-- Requested
[ ] Back stab If the player is pressing the opposite direction, like Four Swords Adventure, Link will do a backstab
[ ] Dash attack Pressing forward while slashing the sword will do the Dash attack, like in Four Swords Adventure
[ ] Faster Spin Attack Loading A hidden skill requested by Goy, since the sword is now custom then we can control the frame delay of the loading animation
[ ] Shield stab While using the shield, the player can use the custom sword in order to stab nearly enemies
[ ] Knockback on wall touched Self explainatory
[ ] Spin attack Spin attack loading animation will be different, the sword will glow slowly on state 0, faster on state 1, state 0 does normal spin attack damage, state 1 does 1.5 more damage There will till be particles, but they would be here for fancy effect
[ ] Hero mode Of course, hero mode damage are ridiculous in term of sword damage, they are divided by 2, at least for the build in sword
To do it I think a menu will do the thing, and rewrite the default attack command through on_key_pressed() (or on_command_pressed() but first tests does nothing)