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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 of UltimaxTank is obtained
  • UltimaxTank's eventondeath 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 using sounds[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
  • 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 stopped
  • UltimaxTankDeathExplosion sound plays
  • sounds[9] stopped
  • explosion particles plays at UltimaxTank position with a scale of 5.0x
  • Every enemy party member other than UltimaxTank and WaspGeneral 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 empty enemydata 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 changeanim
  • Fall 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 102
  • WaspGeneral's spin 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 and basestate 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 only WaspGeneral exists and they are alive)
  • Yield all frames until checkingdead is null (the CheckDead completed)