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Hellboy Web of Wyrd/Development-Related Text

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This is a sub-page of Hellboy Web of Wyrd.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Development-Related Text

MonoBehaviours

Many of the game's MonoBehaviour strings contain notes from development, that are never seen in-game.

ActionState_

Code for actions performed by the player, enemies, and NPCs. All the following MonoBehaviours (MB) have the prefix of "ActionState_". The following developer notes are copied directly from the MB .json files. Some have the same notes, and are listed together in the table below. Most notes pertain to describing the MB.

MB Name Developer Notes
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
BBAttackMeleeCastleFighter_KnightBlunt
BBAttackMeleeCastleFighter_KnightSharp
BigBadARCHETYPETEST_FIGHTER_Melee_MidGame
BigBadARCHETYPETEST_FIGHTER_Melee
BigBadARCHETYPETEST_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_LiteSharp
BBAttackMeleeCastleFighter_LiteSharpGhost
Weakest attacks with a short reach. \r\nUses Light sword attacks with a Heavy Horizontal Swing.\r
BBAttackMeleeCastleFighter_LiteSharpTutorial_DuckDodge
BBAttackMeleeCastleFighter_LiteSharpTutorial_WideBlock
For TUTORIAL only
BBAttackMeleeCastleFighter_Sharp
BBAttackMeleeCastleFighter_SharpGhost
BigBad_Melee_MultiAnimationTest_PLACEHOLDER
BigBad_Melee_SoloAnimationTest_PLACEHOLDER
BigBadARCHETYPETEST_TANK_Melee
BigBadARCHETYPETEST_TANK_MIDGAME_Melee
BigBadBlackKnight_Melee_UNUSED
BigBadLongSword_Melee_JabTest_UNUSED
BigBadLongSword_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.
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.
BBAttackMeleeSubwayFighter_Strong
BBAttackMeleeSubwayFighter_StrongGhost
BBPostLockonBreak_Melee
BBPostLockonBreak_MeleeSubwayBat
BBPostLockonBreak_MeleeSubwaySharp
BBPostLockonBreak_MeleeUnderwaterBoss
Attacks are strong and fast with long reach
BBAttackMeleeUnderwaterFighter_Claw
BigBadARCHETYPETEST_GUNNER_Melee
BigBadBossRudolfMeleeP2_UNUSED
BigBadHeavyMilitaryMachineGun_Melee_UNUSED
BigBadHeavyShellfish_Melee_UNUSED
Can combo into itself.
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
HellboyImpactResponseHeavy
HellboyImpactResponseMid
Knockback hit response
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_DISABLED
HellboyStandBlockNoTarget_DISABLED
Currently Disabled
HellboyStandBlockInterruptFail Hellboys block action when he doesn't have toughness
HellBoyStandUp Recovering from a super impact