UltimaxTank EventDialogue¶
UltimaxTank has an EventDialogue that is meant to trigger as their eventondeath. This is used a transition to a different enemydata set containing only a WaspGeneral.
Logic sequence¶
- The
enemydataindex ofUltimaxTankis obtained UltimaxTank'seventondeathis set to -1 which disables this EventDialogue so CheckDead won't run it again- AddNewEnemy called to add a WaspGeneral enemy at (
UltimaxTank's x position, 20.0, 0.0) - Yield for a frame
- All enemy party members has their animstate set to 11 (
Hurt) UltimaxTankShakingDeathLoopsound plays on loop usingsounds[9]with 0.75 volume- ShakeScreen called with an ammounnt of 0.1 and -1.0 time (infinite)
- SetText is called in dialogue with the following:
- text:
commondialogue[171] - fonttype: 0 (
BubblegumSans) - linebreak:
messagebreak - tridimensional: false
- position: Vector3.zero
- size: Vector3.one
- parent:
UltimaxTank - caller: null
- text:
- Yield all frames until the message lock is released. On the first frame every 30.0 frames, DeathSmoke particles plays at
UltimaxTankposition + (A random number between -1.0 and 3.0, 2.0, -2.0) - ShakeScreen called with 0.2 ammount and 3.0 time
- Yield for a second
UltimaxTankShakingDeathLoopsound stoppedUltimaxTankDeathExplosionsound playssounds[9]stoppedexplosionparticles plays atUltimaxTankposition with a scale of 5.0x- Every enemy party member other than
UltimaxTankandWaspGeneralhas MainManager.ArcMovement called on them to move them to a random vector between (-10.0, 3.0, -2.0) and (10.0, 3.0, 2.0) with 10.0 height and 29.0 frametime (each are done in paralel) - Yield for 0.25 seconds
UltimaxTankmoved offscreen at -999.0 in y- Yield for a frame
- Yield for 0.25 seconds
- Every enemy party members except
WaspGeneralhas CleanKill called on them to turn them into emptyenemydatashells with a startp of Vector3.zero - ReorganizeEnemies called (this will remove
UltimaxTankand the enemies they summoned if any from the enemy party completely as they just died) - Yield for a second
- Yield for a second
WaspGeneralanimstate set to 11 (Hurt)- y
spinset to 20.0 WaspGeneralForceMove to 0.0 in y and z with 30.0 frametime without changeanimFallsound plays with 0.8 pitch- Yield for a frame
- Yield all frames until
forcemovingis done Death3sound plays- ShakeScreen called with an ammount of 0.1 with 0.5 time
WaspGeneralanimstate set to 102WaspGeneral'sspinzeroed out- DeathSmoke particles plays at
WaspGeneralposition - Yield for 0.5 seconds
- ShakeSprite called on
WaspGeneralwith 0.1 intensity and 30.0 frametimer - Yield for 0.5 seconds
Jumpsound plays- Jump called on
WaspGeneral WaspGeneral's animstate andbasestateset to 13 (BattleIdle)- Yield for a second
sounds[9]stopped- MainManager.
screenshakezeroed out checkingdeadset to a new CheckDead call (this won't do anything because onlyWaspGeneralexists and they are alive)- Yield all frames until
checkingdeadis null (the CheckDead completed)