Soulpiercer Nail
Can attack horizontally, upward, or downward.
Jumping performs an upward attack, and falling performs a downward attack.
Landing a downward attack on an enemy causes the player to bounce upward.
Implementation
Soulpiercer Nail is a multi-state Skill with three attack directions: Forward (State 1), Upward (State 2), and Downward (State 3).
The direction is chosen through SkillEvolutionNo ConditionalModifiers. A IsNotGrounded check gates the aerial variants: while the player is grounded, the horizontal attack (State 1) is used.
While airborne, a dispatcher inspects the Actor's vertical speed. If it is positive, EvolutionNoToUpward adds 1 and the Upward attack (State 2) runs. If it is negative, EvolutionNoToDownward adds 2 and the Downward attack (State 3) runs.
The Downward attack applies its bounce on collision. ZeroVerticalSpeed first cancels the falling velocity, then Bounce sets the Actor's vertical speed to a positive value, launching the player back up. A self MoveBlock briefly locks movement during the strike.
The aerial attacks use their own VerticalAttackCritRate Attribute Stat, keeping their critical-hit behavior independent from the horizontal attack.
Like the other 3DCells weapons, the Skill uses the shared cooldown-degenerator and use-blocker mechanism to gate reuse.