AIDef:Query/CheckPlayerState: Difference between revisions

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|3|| "Ride on"<ref>SignalFlowchart</ref>
|3|| isRidingHorse<ref>Switch 1.5.0 executable, 0x710084F334</ref> / "Ride on"<ref>SignalFlowchart</ref>
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|4|| On ground<ref>[https://eventviewer.zeldamods.org/viewer.html?data=/d/SignalFlowchart.json&params=1&entry=PlayerOnGround SignalFlowchart]</ref>
|4|| On ground<ref>[https://eventviewer.zeldamods.org/viewer.html?data=/d/SignalFlowchart.json&params=1&entry=PlayerOnGround SignalFlowchart]</ref>

Revision as of 17:28, 24 November 2018

CheckPlayerState
AI definition
Type Query

DynamicInstParams

Name Type Default value Description
PlayerState Int

PlayerState

Value Description
0 Naked[1]
1
2
3 isRidingHorse[2] / "Ride on"[3]
4 On ground[4]
5
6
7
8
9
10
11
12
13
14
15 Diving into water[5]
16 In battle[6]
17 isInWater
18 Completely naked[7]
19 isOnRaft
20 Falling[8]
21 Not "stable"[9] (executable returns 21 if player state is "Damage" or "DamageShock" or "SlippingDown"[check])
22
23 CutFallLand
24
25 isOnIceMakerBlock
26 Is holding an actor with a name that contains DgnObj_RemainsLithograghBall_AoC [check]
27 Some motorcycle state [check]
28 Some motorcycle state [check]

Derived definitions

CheckPlayerState (EventSystemActor)

No overridden parameters.

  1. SignalFlowchart
  2. Switch 1.5.0 executable, 0x710084F334
  3. SignalFlowchart
  4. SignalFlowchart
  5. SignalFlowchart
  6. SignalFlowchart
  7. SignalFlowchart: "PlayerNakednessAll"
  8. SignalFlowchart: "PlayerFalls"
  9. SignalFlowchart: "PlayerStable"