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OatmealDome

Game::LastKing attack calc

Mar 13th, 2021
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  1. What Octavio does every frame
  2. =============================
  3.  
  4. 1. Check if the player can be found. If not, do nothing this frame.
  5. 2. If the last attack was a punch, check how many additional punches are remaining. If not zero, go to 6 with attack type punch. Else, continue.
  6. 3. Advance the attack sequence by one. If the end was reached, reset the sequence to the beginning.
  7. 4. Load the attack type.
  8. 5. Recalculate the additional punches counter. (This happens regardless if the chosen attack is a punch.)
  9. 6. Choose a pattern for the attack.
  10. 7. If the attack type is punch, decrement the additional punches counter.
  11. 8. Attack.
  12. 9. Go to 1.
  13.  
  14. Attack Sequences
  15. ================
  16.  
  17. There are four attack sequences - one for each level (phase).
  18.  
  19. p = punch
  20. b = bombs
  21. c = charge
  22.  
  23. Level 1
  24. pbpbpc
  25.  
  26. Level 2
  27. pbpbpc
  28.  
  29. Level 3
  30. pbpbpcpbpbc
  31.  
  32. Level 4
  33. p
  34.  
  35. Attack Patterns
  36. ===============
  37.  
  38. Each attack type has its own set of patterns. Nintendo also left some developer comments which label each type. Thanks, Nintendo! Which attack pattern is chosen is calculated via RNG.
  39.  
  40. Punches
  41. Each pattern for punches controls:
  42. - Which fist(s) are used
  43. - Which type of attack (drill vs normal) is used for each fist
  44. - Whether Octavio is in the air ("jump") for this attack
  45. - Whether Octavio dashes before/after/during the attack
  46.  
  47. Bombs
  48. Each pattern for bombs controls:
  49. - The type of bomb used
  50. - How many of each bomb
  51. - Spread type
  52.  
  53. Additional Punches
  54. ==================
  55.  
  56. Unlike bombs and charge, the game can choose to do multiple punch patterns in a row when encountering punch in the attack sequence. The number of additional punches is calculated via RNG. However, in the current version of Splatoon 2, the RNG will pick a number between a range of 1 and 1. This effectively means that every punch in the attack sequence will always result in 2 patterns being executed.
  57.  
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