AIDef:Action/GuardianChargeBeam: Difference between revisions

From ZeldaMods (Breath of the Wild)
Jump to navigation Jump to search
imported>Leoetlino
No edit summary
imported>Leoetlino
 
(One intermediate revision by the same user not shown)
Line 10: Line 10:
void AI_Action_GuardianChargeBeam::init(AI_Action_GuardianChargeBeam *this)
void AI_Action_GuardianChargeBeam::init(AI_Action_GuardianChargeBeam *this)
{
{
  float* time = this->pTime;
   this->elapsedTime = 0.0;
   this->elapsedTime = 0.0;
   this->chargeTime = *time;
   this->chargeTime = *this->pTime;
   if ( aoc2::sInstance
   if ( aoc2::sInstance
     && aoc2::sInstance->hardModeEnabledFlag & 1
     && aoc2::sInstance->hardModeEnabledFlag & 1
Line 18: Line 17:
     && !(5LL * sead::Random::getU32(sead::GlobalRandom::sInstance) & 0x700000000LL) )  // probability is 20%
     && !(5LL * sead::Random::getU32(sead::GlobalRandom::sInstance) & 0x700000000LL) )  // probability is 20%
   {
   {
     this->chargeTime = *this->pTimeRand + this->chargeTime;
     this->chargeTime += *this->pTimeRand;
   }
   }
}
}
Line 27: Line 26:
! Name !! Type !! Default value !! Description
! Name !! Type !! Default value !! Description
|-
|-
| Time || Float ||  ||  
| Time || Float ||  || Wait for X frames
|-
|-
| TimeRand || Float ||  ||  
| TimeRand || Float ||  || Wait for an ''additional'' X frames 20% of the time in Master Mode
|-
|-
| ChargeRadius || Float ||  ||  
| ChargeRadius || Float ||  ||  
Line 36: Line 35:
|-
|-
|}
|}


== DynamicInstParams ==
== DynamicInstParams ==

Latest revision as of 10:11, 22 October 2018

GuardianChargeBeam
AI definition
Type Action

Waits until the configured amount of frames have elapsed.

Init function

void AI_Action_GuardianChargeBeam::init(AI_Action_GuardianChargeBeam *this)
{
  this->elapsedTime = 0.0;
  this->chargeTime = *this->pTime;
  if ( aoc2::sInstance
    && aoc2::sInstance->hardModeEnabledFlag & 1
    && aoc2::sInstance->aocFlags & 0x40
    && !(5LL * sead::Random::getU32(sead::GlobalRandom::sInstance) & 0x700000000LL) )  // probability is 20%
  {
    this->chargeTime += *this->pTimeRand;
  }
}

StaticInstParams

Name Type Default value Description
Time Float Wait for X frames
TimeRand Float Wait for an additional X frames 20% of the time in Master Mode
ChargeRadius Float
Color Vec3

DynamicInstParams

Name Type Default value Description
TargetPos Vec3


Derived definitions

チャージ (Guardian_A, ビーム攻撃)

Name Value
Time 10.0
TimeRand 0.0
ChargeRadius 0.75
Color Vec3(x=30.0, y=30.0, z=30.0)

チャージ (RemainsWind_Battery_A_01, 行動)

Name Value
Time 10.0
TimeRand 0.0
ChargeRadius 0.75
Color Vec3(x=30.0, y=30.0, z=30.0)

チャージ (GuardianBeamCannon, 行動)

Name Value
Time 10.0
TimeRand 25.0
ChargeRadius 0.75
Color Vec3(x=30.0, y=30.0, z=30.0)