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Kahmul

What happens if you kill O&S at the same time

May 4th, 2017
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  1. Event Function that handles O&S' deaths (explanation + TL;DR below):
  2. -----------------------------------------------------------
  3.  
  4. Event ID: 11510001, Int: 0
  5. Parameters: {} ()
  6. 0 DISABLE Object with Entity ID: 1511950
  7. 1 CONDITION: IF Entity ID: 01510800 is Dead --> Register AND(01)
  8. 2 CONDITION: IF Entity ID: 01510810 is Dead --> Register AND(02)
  9. 3 CONDITION: IF register AND(01) is TRUE --> Register OR(01)
  10. 4 CONDITION: IF register AND(02) is TRUE --> Register OR(01)
  11. 5 CONDITION: IF register OR(01) is TRUE --> Register MAIN
  12. 6 SKIP 10 lines IF register AND(01) is TRUE
  13. 7 CONDITION: IF Entity ID: 01510801 is Dead --> Register MAIN
  14. 8 SET Event Flag ID 11510902 to ON
  15. 9 Play Sound Effect (Sound Type: s: SFX, Sound ID: 777777777) at Entity ID: 1510801
  16. 10 Request forced death of Entity ID: 1510811 (Yields souls: FALSE)
  17. 11 Kill Boss (Entity ID: 1510801)
  18. 12 SET Event Flag ID 11807100 to OFF
  19. 13 SET Event Flag ID 11807110 to OFF
  20. 14 SET Event Flag ID 11807120 to OFF
  21. 15 SET Event Flag ID 11807130 to OFF
  22. 16 SKIP 9 lines
  23. 17 CONDITION: IF Entity ID: 01510811 is Dead --> Register MAIN
  24. 18 SET Event Flag ID 11510903 to ON
  25. 19 Play Sound Effect (Sound Type: s: SFX, Sound ID: 777777777) at Entity ID: 1510811
  26. 20 Request forced death of Entity ID: 1510801 (Yields souls: FALSE)
  27. 21 Kill Boss (Entity ID: 1510811)
  28. 22 SET Event Flag ID 11807060 to OFF
  29. 23 SET Event Flag ID 11807070 to OFF
  30. 24 SET Event Flag ID 11807080 to OFF
  31. 25 SET Event Flag ID 11807090 to OFF
  32. 26 SET Event Flag ID 12 to ON
  33. 27 SET Event Flag ID 120 to ON
  34. 28 DISABLE Object with Entity ID: 1511990
  35. 29 Delete Map SFX (Entity ID: 1511991, Deletes only root: TRUE)
  36. 30 DISABLE Object with Entity ID: 1511992
  37. 31 Delete Map SFX (Entity ID: 1511993, Deletes only root: TRUE)
  38. 32 DISABLE Object with Entity ID: 1511988
  39. 33 Delete Map SFX (Entity ID: 1511989, Deletes only root: TRUE)
  40. 34 ENABLE Object with Entity ID: 1511950
  41. 35 Register Bonfire (Event Flag ID: 11510920, Entity ID: 1511950, Reaction Distance: 2.000, Reaction Angle: 180.000, Initial Kindle Level: 0)
  42. 36 DISABLE network sync.
  43. 37 WAIT 3.000s
  44. 38 Force Entity ID: 1511401 to play Animation ID: 0 (Loop: TRUE, Wait for completion: FALSE, Do not wait for transition: FALSE)
  45. 39 Force Entity ID: 1511402 to play Animation ID: 0 (Loop: TRUE, Wait for completion: FALSE, Do not wait for transition: FALSE)
  46.  
  47. -----------------------------------------------------------
  48.  
  49. Explanation:
  50. ------------
  51.  
  52. 1. Save whether 01510800 is dead in register AND(01) (Ornstein)
  53.  
  54. 2. Save whether 01510810 is dead in register AND(02) (Smough)
  55. (Smough's ID: https://cdn.discordapp.com/attachments/270540165099945984/309827288243896320/unknown.png)
  56.  
  57. 3. Check whether one of them is true via register OR(01), once that is the case, resume the event
  58.  
  59. 4. Check whether register AND(01) is TRUE (= Ornstein died and Smough SHOULD BE alive). If yes, skip ahead to the next condition. (explained in 5.)
  60. If register AND(01) is FALSE on the other hand (= 01510800 (aka Ornstein) is NOT dead and Smough SHOULD BE dead), then wait for 01510801's death (= super version of 01510800 (Super Ornstein)) and then finish the bossfight and start clean up. END HERE
  61.  
  62. 5. Now it doesn't even check for the second register AND(02) anymore, it just assumes that now register AND(02) is false, so it assumes Smough is alive. So now it just waits for the death of 01510811 (= super version of 01510810 aka Super Smough). Once that is the case, the event finishes the bossfight and starts the cleanup. END HERE
  63.  
  64.  
  65. -> TL;DR: The function checks if either Ornstein or Smough died. Is at least one of them dead, it continues. Then it checks again if Ornstein is dead. If yes, it gives you Super Smough regardless of whether Smough is alive or not. But is Ornstein alive instead it gives you Super Ornstein.
  66.  
  67. -> Conclusion: Super Smough is the default if both are killed at the same time as ONLY Ornstein's death state is explicitly checked past the first condition (whether one of the two is dead).
  68.  
  69.  
  70. Fun Fact: the Chamber of Princess bonfire before Gwynevere does not exist until O&S is killed. The kill function above has a command to enable the bonfire explicitly. This is a bit weird considering you cannot reach Gwynevere without killing O&S and FROM Software usually never bothers with things that the player normally shouldn't be able to access yet.
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