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spawnable actor data (incomplete, but good for simple cases)

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Dec 9th, 2019
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  1. Actors we can drop/create:
  2. (Note: The Maximum number of instances is not necessarily the most that is possible in-game, but it will be the most I'll ever attempt to spawn for now)
  3.  
  4. While it is possible to drop a bomb and then spawn some stuff before the smoke appears to change where the smoke loads, it might be best to just write a simpler version of the spawning script that doesn't do this yet and see how easy it is to get solutions without accounting for this. With the simpler spawning script in mind, I won't include deku nut for now since the only thing I'd ever use that for is to change where smoke appears
  5.  
  6.  
  7. AI 0009: 516 bytes Bomb Type B Overlay 3 Instances Max
  8.  
  9. AF 00A2: 24448 bytes Smoke OVERLAY
  10. AI 00A2: 11908 bytes Smoke Type A Overlay 3 Instances Max (can have more, but just assert this for now_
  11.  
  12. AI 000F: 632 bytes Arrow Type B Overlay 5 Instances Max
  13.  
  14. AI 003D: 528 bytes Hookshot Type B Overlay 1 Instance Max Assert that this is the last thing we spawn, if we spawn it... however could drop bomb, pull hook, then have smoke appear... should try to think of a way to incorporate this into the script, etc.
  15.  
  16. AI 0035: 452 bytes Spin Attack & Sword Beam Effects Type B Overlay 1 Instance Max This is the only thing that appears if you do a quickspin instead of a charged spin attack, can in theory drop a bomb, quickspin, then have bomb explode to change where the smoke allocates... should think about how to encode this concept into the script
  17.  
  18. AF 007B: 5104 bytes Spin Attack Charge Particles OVERLAY
  19. AI 007B: 1367 bytes Spin Attack Charge Particles Type A Overlay 1 Instance Max These only appear if you do a charged spin attack, but the 0035 gets prioritized over this (i.e. the 0035 gets allocated first)
  20.  
  21. AI 006A: 480 bytes Chu Type B Overlay 3 Instances Max assert that bomb count + chu count <= 3 (though technically in a tool-assisted setting this wouldn't be necessary according to gns)
  22.  
  23. AI 0020: 500 bytes Zora Fin Type B Overlays 2 Instances Max assert that 2 always get allocated (and don't account for catching just one before entering plane yet)
  24.  
  25. AF 0017: 10432 bytes Fish OVERLAY
  26. AI 0017: 636 bytes Fish Type A Overlay 2 Instances Max (just assert this for now)
  27.  
  28. AF 017B: 14320 bytes Bug OVERLAY
  29. AI 017B: 884 bytes Bug Type A Overlay 2 Sets Max (3 Instances per set); just assert this for now. Also assert that (bug set count) + (fish count) <= 2 for now
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