Shocked: Difference between revisions
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Icecream17 (talk | contribs) (Created page with "{{Action_infobox |title= Shocked |image= |official name= |hex= 0x00020338 |flags= stationary | invulnerable |group= Cutscene |id= 0x138 |into= Cutscene cancel: Quicksand De...") |
Icecream17 (talk | contribs) (fix format) |
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|related= [[Electrocution]] | |related= [[Electrocution]] | ||
}} | }} | ||
'''Shocked''' is an action that occurs when interacting with an [[Amp]]. This action cannot be interrupted until it finishes, (except by the cutscene cancel [[Quicksand Death]]) | '''Shocked''' is an action that occurs when interacting with an [[Amp]]. This action cannot be interrupted until it finishes, (except by the cutscene cancel [[Quicksand Death]]) | ||
== Behavior == | |||
(cutscene) cancel as always | (cutscene) cancel as always | ||
Then: | Then: | ||
# Action arg: 0 (hasn't landed) | # Action arg: 0 (hasn't landed) | ||
## Play WAAAOOOOW sound if no flag | ## Play WAAAOOOOW sound if no flag | ||
Line 31: | Line 27: | ||
## Stop and set height to floor | ## Stop and set height to floor | ||
## Once the animation has finished for 6 frames, if health < 0x0100, die ([[Electrocution]]) else [[Idle]] | ## Once the animation has finished for 6 frames, if health < 0x0100, die ([[Electrocution]]) else [[Idle]] | ||
(return false, exiting the action loop, even if action was changed) | (return false, exiting the action loop, even if action was changed) | ||
{{Actions}} | {{Actions}} |
Revision as of 00:41, 7 October 2023
Shocked | |
Properties | |
Hex | 0x00020338 |
Action Flags | stationary |
Action Group | Cutscene |
ID | 0x138 |
Transitions | |
Into | Cutscene cancel: Quicksand Death, main: Electrocution, Idle |
Out of | by interaction with Amp |
Other | |
Animation | 7A (MARIO_ANIM_SHOCKED) |
Related Actions | |
Related | Electrocution |
Shocked is an action that occurs when interacting with an Amp. This action cannot be interrupted until it finishes, (except by the cutscene cancel Quicksand Death)
Behavior
(cutscene) cancel as always Then:
- Action arg: 0 (hasn't landed)
- Play WAAAOOOOW sound if no flag
- Play shocked sound as well
- Call camera shake from hit function
- Set vorward vel to 0
- Do air step (argument 1, allowing ledge grab)
- If air step land, play landing sound and set mario's action arg to 1
- Action arg: not 0 (has landed)
- Stop and set height to floor
- Once the animation has finished for 6 frames, if health < 0x0100, die (Electrocution) else Idle
(return false, exiting the action loop, even if action was changed)