Guest User

Zant fight damage info V1

a guest
Aug 8th, 2022
190
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.54 KB | None | 0 0
  1. Zant fight info
  2.  
  3. - Each fight phase has its own checks to determine what action to take, though generally it just relies on what checkDamageType() returns. As a general note, Zant starts with 280 hp in every phase.
  4.  
  5. Damage Types
  6. - Type 0: Master Sword attack
  7. - Type 1: "Other attack" (Not any of the other types. generally means its ineffective)
  8. - Type 2: Boomerang or atType 0x40 (unk)
  9. - Type 3: Clawshot or atType 0x80000 (unk) or Arrow or Shield Bash
  10. - Type 4: Clawshot on Lakebed phase
  11.  
  12. - Damage Type 0 is really the only one that matters for most situations, as its the only one that does actual damage to Zant.
  13.  
  14. Big Damage Types
  15. - One other part of damage calculation is determining whether a "Big Damage" attack has been done, which usually immediately ends a cycle / phase.
  16. - Big damage types include an attack with >= 4 attack power, a Combo Finisher, or any attack if the fairy tears/rare chu buff is in effect
  17.  
  18.  
  19. Damage Execution
  20. - When starting to process the damage for Zant, it first checks the Action Mode. Action Modes 0, 1, and 2 (sword attacks) all go to the main damage processing block, Modes 3 and 4 do nothing, and Mode 5 handles ending the damage phase.
  21.  
  22. - If the action mode is 0, 1, or 2, it will first check whether the current cycle should be ending or if Zant's health has reached 0 for the current phase.
  23. - If the fight cycle is 0 and "Big Damage" has been taken, the cycle count is increased by 1 and Zant is reset, ending the cycle and vulnerability immediately.
  24. - Otherwise if cycle is 1 and Zant's health is either 0 or "Big Damage" has been taken, the phase is immediately ended and starts the transition to the next phase.
  25. - If you're in the Lakebed phase on the first cycle and Zant has lost half health (down to less than 140 hp), the cycle is immediately ended.
  26.  
  27. - Assuming that the cycle / phase wasn't immediately ended above, it continues next to set Zant's speed to 0 and set Action Mode to 5.
  28.  
  29. - When Action Mode is 5, the game will check if the vulnerability timer has reached 0, and if so, disable Zant's hitbox. If his current animation has ended and the cycle / phase isn't immediately ending, then Zant is reset
  30.  
  31.  
  32. - In every phase of the fight, after using Damage Type 0 attack against Zant, his vulnerability timer will be set to 100 frames (a little over 3 seconds roughly).
  33.  
  34.  
  35. Last Damage Execution:
  36. - At the beginning of the final phase, Zant's health in increased to 600
  37.  
  38. - If the action mode is 0, 1, or 2 and the last action wasn't one of Zant's slash attacks, then the hitbox is set to active.
  39. - If "Big Damage" has been taken and you're on the first cycle, then Zant's health is set to 400, the cycle is increased by 1, and the hitbox is turned off.
  40. - If "Big Damage" has been taken and you're on the second cycle, then Zant's health is set to 200, the cycle is increased by 1, and the hitbox is turned off.
  41. - If Zant's health is 0 or you reach cycle 3, then the fight is completed and the ending cutscene is initiated
  42.  
  43. - Otherwise if Zant finishes his tired animation without a new cycle / fight complete being triggered, Zant resets
  44.  
  45.  
  46. Notes:
  47. - For getting 1 cycles, you need to be able to get Zant's health down to 0 without triggering the "Big Damage" before the vulnerability timer runs out or his animation ends. This short window is what makes Forest and Mines phase 1 cycles difficult, since most normal slashes only do about 20 hp damage, while Jump Attack and Spin Attack (not greatspin) do 60 hp damage. The health threshold checks for certain phases like Lakebed makes it unlikely a 1 cycle exists for those.
Advertisement
Add Comment
Please, Sign In to add comment