Release 2.4.4: Candy Survival Knock and backfire fixes
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Release / Build & Release (push) Successful in 7m54s
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@@ -78,7 +78,7 @@ This document serves as an exhaustive, technical record of all modifications, re
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- Fires `try_knock(attacker, target)` when adjacent to an opponent.
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- Consumes 1 of 5 starting charges (`player_knocks`).
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- *Steal*: If target has candies, attacker adopts target's full stack and color; target is zeroed.
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- *Backfire*: If target has 0 candies, attacker loses a charge and both suffer the knock animation state (handled by caller).
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- *Backfire*: If target has 0 candies, attacker loses a charge and gets staggered, while any candy stack held by the attacker is transferred to the target.
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- **Ghost (Phase-Through)**:
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- Input bound natively to `action_grab_tekton` inside `player_input_manager.gd` (bypasses default grab behavior in this mode).
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- Consumes 1 of 5 starting charges (`player_ghosts`).
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