I was hoping to include the ability, within certain actions in a combo, to "launch" an enemy into the air in order to "juggle" them thereafter for some inescapable damage.
For instance,
Action 1:
Basic slash with a sword.
Action 2:
Second slash with the same sword.
Action 3:
If a certain button is pressed within the timing window, the player performs an upward thrust with the sword, sending the opponent into a "launched" state, where they cannot act and will be juggled.
I was wondering how I could do this. I'm slightly above novice scripting level, so I can't really fathom the code I'd write it in, but my thoughts were: if I were to utilize "launch" as a new state (like confusion, etc), and inflict the state on the enemy who is hit by the launching technique, I could make it execute the following script:
If the enemy is in the "launch" state, they receive a variable amount juggle points (based on the weapon they are launched with) [[for instance, 10 points]]
And they change sprites to a "launched" sprite, which shows them spinning in midair. I don't know how to loop the sprite's 360 rotation, however.
The enemy will stay in this spinning launched sprite while the player has the chance to attack them with a skill or combo.
Each seperate combo input that causes damage subtracts a variable amount of juggle points [[for instance, 3 points]]
Each skill used on the enemy regardless of whether or not it causes damage, subtracts a variable amount of juggle points [[for instance, 6 juggle points]]
When the original amount of juggle points reaches 0, the enemy stops spinning and is dropped back to the ground with their original sprite restored.
If the enemy dies during the juggle, they fall back to the ground first and then leave their corpse sprite behind.
All I have implemented thus far is the launch state and attributed it to a prototype weapon's combo.
Am I on the right track, and is this even possible with BlizzABS? It'd be a nice option to add to the entire package if you ask me.