Yiga Clan member spawns: Difference between revisions

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imported>Leoetlino
imported>Leoetlino
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Note: if Electric_Relic_GetBack is set, [[AIDef:Action/CreateAndReplaceAssassin]] will create Yiga enemy actors with the DropTable parameter set to "HighRank". This causes them to drop better items upon defeat.
Note: if Electric_Relic_GetBack is set, [[AIDef:Action/CreateAndReplaceAssassin]] will create Yiga enemy actors with the DropTable parameter set to "HighRank". This causes them to drop better items upon defeat.
Source: (with the code cleaned up)
<source lang="c++">
// This is at 0x710073D7FC in Switch 1.5.0
bool yigaWeaponStuff(sead::SafeString& enemyName, sead::SafeString& weaponName, bool wantFootsoldier,
                    const sead::SafeString& disguisedActorName)
{
  const bool isFootsoldier = wantFootsoldier || enemyName == "Enemy_Assassin_Junior";
  const bool isShooterJunior = enemyName == "Enemy_Assassin_Shooter_Junior";
  weaponName = "";
  if ( !wantFootsoldier && isFootsoldier )  // well, this is a bug!
  {
    enemyName = "";
    return false;
  }
  if ( wantFootsoldier )
  {
    if ( disguisedActorName == "Npc_Assassin_001" )
      enemyName = "Enemy_Assassin_Junior_Npc_001";
    else if (disguisedActorName == "Npc_Assassin_002")
      enemyName = "Enemy_Assassin_Junior_Npc_002";
    else
      enemyName = "Enemy_Assassin_Junior";
  }
  // If the player has opened the Thunder Helm chest
  // (more precisely: basic signal was emitted by the chest)
  if ( getFlag_ElectricRelic_GetBack() )
  {
    // Footsoldier
    if (isFootsoldier)
    {
      if ( random() < 0.75 )
        weaponName = "Weapon_Sword_073";  // Demon Carver
      else
        weaponName = "Weapon_Sword_053";  // Vicious Sickle
    }
    // Archer
    else if (isShooterJunior)
    {
      weaponName = "Weapon_Bow_040";  // Duplex Bow
    }
    // Blademaster
    else
    {
      weaponName = "Weapon_Lsword_074";  // Windcleaver
    }
    return !enemyName.empty();
  }
  // Otherwise, if the player has NOT opened the chest:
  // Only footsoldiers are allowed to spawn dynamically
  // And *only if* [the player has talked to Impa or Electric_Relic_AssassinFirst is set]
  if (isFootsoldier && (getFlag_Npc_Kakariko001_TalkEnd() || getFlag_Electric_Relic_AssassinFirst()))
  {
    weaponName = "Weapon_Sword_053";  // Vicious Sickle
    return true;
  }
  // In any other case, blank out the enemy name and prevent it from spawning.
  enemyName = "";
  return false;
}
</source>


[[Category:Internals]]
[[Category:Internals]]
[[Category:Game mechanics]]
[[Category:Game mechanics]]
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