BaddieImpactResponseArmorBreak |
Used as an interrupting impact response (which doesn't need an interrrupt level check) this is useful for armor break and stun |
BaddieImpactResponseHeavy_MUTED |
Currently muted out, as the 'big' hit response overrides animations at the moment. |
BaddieImpactResponseHeavy |
The Heavy Hit (interrupts normal behaviour) - valid for mid and heavy hits (if they pass the priority level) |
BaddieImpactResponseMid |
A non interrupting hit response - similar to light, but allows ricochet - reserved for heavy hits that do NOT pass priority (normal heavy attacks) |
BaddieImpactResponseRicochet |
When bounced off a wall from being punched |
BaddieImpactResponseSuperRicochetHigh |
For hitting a tall wall (this can kill an enemy) |
BaddieImpactResponseSuperRicochetHighObstacle |
For hitting a tall obstacle (this will not kill an enemy, but the crush should after) |
BaddieImpactResponseSuperRicochetLowObstacle |
For hitting a low obstacle (this will not kill an enemy, but hitting something after could) |
BaddieStandUp |
Recovering from a super ricochet |
BBAttackMeleeCastleAgile_Knuckles |
\n |
BBAttackMeleeCastleFighter_Blunt |
An Intermediate fighter. \n |
BBAttackMeleeCastleTank_Shield |
Strong attacks with short reach, but further reach than BrokenKnight\r\nUses Light Sword attacks with a Heavy Vertical Chop\r |
BBAttackMeleeCastleTank_Strong |
Mid strength attacks with a longer reach than the BrokenKnight. \r\nUses Light Sword attacks with Diagonals and a Heavy Vertical Chop. |
HellboyAttackDodgeCounter |
Combo'd into from hit confirmed dodges |
HellboyAttackMelee |
All the attacks that can be directly transitioned from normal states (e.g. lights & supers) |
HellboyAttackMeleeCombo |
Combo. Only for attacks that can be combo'd into from other attacks (light -> heavy) |
HellboyAttackMeleeHold_OLD |
Currently called Combo - checked when in multiple stand states as well as when in light attacks. NOTE: was previously called ASAttackMeleeHold and was only queried during light attacks (transitioned into only) however this new way makes it more flexible, allowing for neutral states between combos in the case of heavy 3 - should we re-design the combo system, this will change too. |
HellboyCharm |
Duration is based on charm data (Startup + Recovery) |
HellboyDefendBrace_UNUSED |
Hellboys brace response. Reduces incoming damage, increases gained super. |
HellboyDefendBracePerfect |
Hellboys PERFECT brace response, harder, but much bigger rewards |
HellboyDefendResurrect |
Hellboys resurrect response. \nReduces incoming damage, increases gained super. |
HellboyImpactResponseAmbient |
Always showing hit response - ambient (no overriding animation or knockback) |
HellboyImpactResponseArmor |
Hit response when has armor |
HellboyImpactResponseBlockOn |
Hit response when blocking |
HellboyImpactResponseLight |
Always showing hit response - additive\nAlso sets combat closeness to give sprint forward a raised arm. |
HellboyLockedWait |
A 'catch all' state that hellboy drops into when we don't want him to do anything else. This is currently used when 'locked' in an interaction. |
HellboySprintLock |
Moving in while locked on? |
HellboyStandBlock_DISABLEDHellboyStandBlockNoTarget_DISABLED |
Currently Disabled |
HellboyStandBlockInterruptFail |
Hellboys block action when he doesn't have toughness |
HellBoyStandUp |
Recovering from a super impact |
BBAttackMeleeCastleFighter_KnightBluntBBAttackMeleeCastleFighter_KnightSharpBigBadARCHETYPETEST_FIGHTER_Melee_MidGameBigBadARCHETYPETEST_FIGHTER_MeleeBigBadARCHETYPETEST_RANGETEST_Melee |
Fighter Archetype - Enemy that should be well-rounded and tuned for 1v1 combat. Utilises combos to properly test the fundamentals of the player. Their combo finishers can vary based on range and cooldowns, meaning that players need to be reactive to their abilities and pay attention to their own positioning in order to read their patterns. |
BBAttackMeleeCastleFighter_LiteSharpBBAttackMeleeCastleFighter_LiteSharpGhost |
Weakest attacks with a short reach. \r\nUses Light sword attacks with a Heavy Horizontal Swing.\r |
BBAttackMeleeCastleFighter_LiteSharpTutorial_DuckDodgeBBAttackMeleeCastleFighter_LiteSharpTutorial_WideBlock |
For TUTORIAL only |
BBAttackMeleeCastleFighter_SharpBBAttackMeleeCastleFighter_SharpGhostBigBad_Melee_MultiAnimationTest_PLACEHOLDERBigBad_Melee_SoloAnimationTest_PLACEHOLDERBigBadARCHETYPETEST_TANK_MeleeBigBadARCHETYPETEST_TANK_MIDGAME_MeleeBigBadBlackKnight_Melee_UNUSEDBigBadLongSword_Melee_JabTest_UNUSEDBigBadLongSword_Melee_WideTest_UNUSED |
Mid strength attacks with a longer reach than the BrokenKnight. \r\nUses Light Sword attacks with Diagonals and a Heavy Vertical Chop. |
BBAttackMeleeSubwayFighter_StrongBBAttackMeleeSubwayFighter_StrongGhostBBPostLockonBreak_MeleeBBPostLockonBreak_MeleeSubwayBatBBPostLockonBreak_MeleeSubwaySharpBBPostLockonBreak_MeleeUnderwaterBoss |
Attacks are strong and fast with long reach |
BBAttackMeleeUnderwaterFighter_ClawBigBadARCHETYPETEST_GUNNER_MeleeBigBadBossRudolfMeleeP2_UNUSEDBigBadHeavyMilitaryMachineGun_Melee_UNUSEDBigBadHeavyShellfish_Melee_UNUSED |
Can combo into itself. |
HellboyImpactResponseHeavyHellboyImpactResponseMid |
Knockback hit response |