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
enemydata
index ofUltimaxTank
is obtained UltimaxTank
'seventondeath
is 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
) UltimaxTankShakingDeathLoop
sound 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
UltimaxTank
position + (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
UltimaxTankShakingDeathLoop
sound stoppedUltimaxTankDeathExplosion
sound playssounds[9]
stoppedexplosion
particles plays atUltimaxTank
position with a scale of 5.0x- Every enemy party member other than
UltimaxTank
andWaspGeneral
has 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
UltimaxTank
moved offscreen at -999.0 in y- Yield for a frame
- Yield for 0.25 seconds
- Every enemy party members except
WaspGeneral
has CleanKill called on them to turn them into emptyenemydata
shells with a startp of Vector3.zero - ReorganizeEnemies called (this will remove
UltimaxTank
and the enemies they summoned if any from the enemy party completely as they just died) - Yield for a second
- Yield for a second
WaspGeneral
animstate set to 11 (Hurt
)- y
spin
set to 20.0 WaspGeneral
ForceMove to 0.0 in y and z with 30.0 frametime without changeanimFall
sound plays with 0.8 pitch- Yield for a frame
- Yield all frames until
forcemoving
is done Death3
sound plays- ShakeScreen called with an ammount of 0.1 with 0.5 time
WaspGeneral
animstate set to 102WaspGeneral
'sspin
zeroed out- DeathSmoke particles plays at
WaspGeneral
position - Yield for 0.5 seconds
- ShakeSprite called on
WaspGeneral
with 0.1 intensity and 30.0 frametimer - Yield for 0.5 seconds
Jump
sound plays- Jump called on
WaspGeneral
WaspGeneral
's animstate andbasestate
set to 13 (BattleIdle
)- Yield for a second
sounds[9]
stopped- MainManager.
screenshake
zeroed out checkingdead
set to a new CheckDead call (this won't do anything because onlyWaspGeneral
exists and they are alive)- Yield all frames until
checkingdead
is null (the CheckDead completed)