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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 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 |