AIDef:Action/GuardianChargeBeam

From ZeldaMods (Breath of the Wild)
Revision as of 10:03, 22 October 2018 by imported>Leoetlino
Jump to navigation Jump to search
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)
{
  float* time = this->pTime;
  this->elapsedTime = 0.0;
  this->chargeTime = *time;
  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 + this->chargeTime;
  }
}

StaticInstParams

Name Type Default value Description
Time Float
TimeRand Float
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)