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Fight Engine V1.0

OSossipeemtngamer•Created May 29, 2020
Fight Engine V1.0
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Instructions

A fight engine that will be used for RIVAL RUSH BATTLE. Controls: Use left and right to move. Press A to punch, and S to kick. Press Z and X for special moves. Press W to execute a RUSH ATTACK, which are RIVAL RUSH BATTLE's super moves. Press C to parry. If an attack hits you while you are parrying, you parry the attack and take no damage. If you parry immediately after startup, the opponent will be stunned. Press D to activate Dash Mode. This is a one-use mechanic that you must enable every time you want to use it. Enable it, then press any direction to dash. Press E to taunt. This does nothing but make you assert your dominance. Quite literally, in this test engine. Test controls: Press the space bar to virtually deal damage to yourself. Tests the hurt animation. Press H to toggle attack hitboxes. There's a variable at the bottom that indicates whether they're on or off. Press Q to toggle HP Recover. It is off by default. While it is on, your HP resets every 3 seconds. Press the 1 through 8 keys to toggle status effects. Only one status effect at a time can be applied. Status effect list in order of keybind: 1 - Burn: Deals damage for every time you move. This includes attacking. 2 - Poison: Deals damage over time. 3 - Sleep: You cannot move while asleep. Getting hit or letting 3 seconds pass causes you to wake up. 4 - Confuse: Reverses your left and right controls. 5 - Frozen: You cannot move while frozen. Getting hit or letting 5 seconds pass causes you to wake up. You take 10 damage upon thawing completely. 6 - Vampiric: You lose HP over time, but attacking opponents can recover your health. 7 - Silence: You are unable to use special or super moves. 8 - Fear: You are unable to attack.

Description

Intended features: Cancelling attacks into anything. Punches into kicks, kicks into parrying, parrying into special moves, you name it! Projectiles cannot be canceled into anything, however. Walking in the direction you dashed in after a dash. Changelog: 0.1: Project released. 0.2: Burning status effect added. 0.2.1: Redid the burn icon 0.2.2: Revamped the kick animation, added a hurt animation to the sandbag, added the first special input, and adjusted the kirby and sandbag's starting positions. 0.2.3: Added an air state. If you are in the air, you cannot attack or perform special inputs. You can still move in the air. You can no longer perform a kick or punch while already performing a kick or a punch, although you can still chain the attacks. 0.2.4: Added a hurt state and a jump type state. There's also an invisible projectile detection variable. Fixed the double jump glitch and the cloning glitch. 0.2.5: Touched up the punch hitbox a little. Added Confuse to the list of status effects. 0.2.6: The cloning glitch should be fully patched out now. 0.2.7: You can now get hurt in the air. 0.2.8: Special moves reworked. Jumping removed. Special Move 2 added. Narrowed down status effects. 0.2.9: HP Recover has been added for testing purposes! Poison status added. HP plus HUD added. You can take damage from the burning status now. 0.3: Added the sleep status effect. 0.3.5: Fixed an issue where the burn icon would disappear upon getting hit. This problem had to do with the code that removes the sleep effect upon getting hit. Also, added parrying, the dash mechanic, and taunting. 0.3.6: Added two new status effects; Frozen and Vampiric. With the addition of the Vampiric status effect, some code has also been added to prevent your HP from going over 100. 0.3.6b: Fixed a few status effect errors. 0.3.7: (Feature requested by @Peicly, but plan changed) Added a new parry feature. If you parry within the parry time between 1 and 0.5, the opponent will be visually stunned. 1.0 (The Final Update): Please refer to this changelog to see what's new! https://scratch.mit.edu/projects/542772281/ Credits: @moberryz for the Kirby V6 template HAL Laboratory for Kirby The sounds used come from Super Smash Bros. Ultimate and Kirby

Project Details

Project ID400196739
CreatedMay 29, 2020
Last ModifiedJuly 21, 2021
SharedMay 29, 2020
Visibilityvisible
CommentsAllowed