Shocked: Difference between revisions
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Icecream17 (talk | contribs) (fix format) |
Icecream17 (talk | contribs) m (typo) |
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## Play shocked sound as well | ## Play shocked sound as well | ||
## Call camera shake from hit function | ## Call camera shake from hit function | ||
## Set | ## Set forward vel to 0 | ||
## Do air step (argument 1, allowing ledge grab) | ## Do air step (argument 1, allowing ledge grab) | ||
### If air step land, play landing sound and set mario's action arg to 1 | ### If air step land, play landing sound and set mario's action arg to 1 |
Latest revision as of 20:59, 23 July 2024
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 forward 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)