Shocked: Difference between revisions

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(Created page with "{{Action_infobox |title= Shocked |image= |official name= |hex= 0x00020338 |flags= stationary | invulnerable |group= Cutscene |id= 0x138 |into= Cutscene cancel: Quicksand De...")
 
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|related= [[Electrocution]]
|related= [[Electrocution]]
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'''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
== 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:

  1. Action arg: 0 (hasn't landed)
    1. Play WAAAOOOOW sound if no flag
    2. Play shocked sound as well
    3. Call camera shake from hit function
    4. Set vorward vel to 0
    5. Do air step (argument 1, allowing ledge grab)
      1. If air step land, play landing sound and set mario's action arg to 1
  2. Action arg: not 0 (has landed)
    1. Stop and set height to floor
    2. 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)