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Old 22-09-15, 12:24   #1
AkyV
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Join Date: Dec 2011
Location: Hungary
Posts: 2,376
Default TRNG – Big fall into water

If Lara falls into a water pool, then she will be harmless if the water (or quicksand) is deep.
I think it is illogical. Lara should be injured or even dead if the fall is too big.

If Lara falls on dry land then she will be injured at least a bit if the fall is more than 10 clicks, and she will be dead if the fall is bigger than 17 clicks.
In this tutorial we will move that interval a bit (with 5 clicks), for water (and quicksand). So, she will be injured at least a bit if the fall is more than 15 clicks, and she will be dead if the fall is bigger than 22 clicks.

Check the values of “Speed vertical movements or underwater (Short)” Selected Item Memory Zone field:
- Lara’s vertical speed is about 151 when she slams to the floor with a 15 clicks’ fall.
- Lara’s vertical speed is about 162 when she slams to the floor with a 22 clicks’ fall.

That is why I say this – Y health will be removed if Lara slams to the water (quicksand) with at least X speed:
X: 151, Y: 10%
X: 153, Y: 20%
X: 155, Y: 30%
X: 156, Y: 40%
X: 157, Y: 50%
X: 158, Y: 60%
X: 159, Y: 70%
X: 160, Y: 80%
X: 161, Y: 90%
X: 162, Y: 100% (death)*

*: it is the classic convulsing animation, which is maybe not too elegant. Perhaps you should create a nice “broken in water” dying animation and force it with triggers.

All you have to do is copy this in the Script:**

**: naturally you also need to check if you already use the command ID’s (GlobalTrigger, TriggerGroup, MultEnvCondition, Organizer) and the variables in your Script. In that case you need to change them.

Code:
;-----copy Lara’s actual vertical speed to a variable -----
  GlobalTrigger= 1, IGNORE, GT_CONDITION_GROUP, IGNORE, 1, 2, IGNORE
  TriggerGroup= 1, $8000+TGROUP_NOT, 1, $110, >; C16: if any part of MultEnvCondition#1 is NOT true
  $8000+TGROUP_NOT, 86, $1E ; C30: if Lara is not performing the swimming (086) animation. (We must rule this out to prevent a bug that happens if Lara comes swimming from underwater above the water surface, after falling into the water.)
  TriggerGroup= 2, $5000, Z, $36, > ; A54: adjust Lara object with index Z (the object index you can see in Room Editor, in that little yellow window)
  $2000, 256, $B10 ; F256: copy the actual vertical speed into Global Short Alfa1 (GSA1) variable
  MultEnvCondition= 1, ENV_ROOM_IS, ROOM_WATER, IGNORE, ENV_ROOM_IS, ROOM_QUICKSAND, IGNORE
  ;
  ;
  ;-----each GlobalTrigger will study a particular speed, so each speed gets a different flag-----
  GlobalTrigger= 2, IGNORE, GT_CONDITION_GROUP, IGNORE, 3, 4, IGNORE
  TriggerGroup= 3, $8000, 16, $28 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#0
  TriggerGroup= 4, $2000, 232, $102; F232: set 1 in Global Byte Alfa3 (GBA3) variable
  GlobalTrigger= 3, IGNORE, GT_CONDITION_GROUP, IGNORE, 5, 6, IGNORE
  TriggerGroup= 5, $8000, 16, $128 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#1
  TriggerGroup= 6, $2000, 232, $202; F232: set 2 in Global Byte Alfa3 (GBA3) variable
  GlobalTrigger= 4, IGNORE, GT_CONDITION_GROUP, IGNORE, 7, 8, IGNORE
  TriggerGroup= 7, $8000, 16, $228 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#2
  TriggerGroup= 8, $2000, 232, $302; F232: set 3 in Global Byte Alfa3 (GBA3) variable
  GlobalTrigger= 5, IGNORE, GT_CONDITION_GROUP, IGNORE, 9, 10, IGNORE
  TriggerGroup= 9, $8000, 16, $328 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#3
  TriggerGroup= 10, $2000, 232, $402; F232: set 4 in Global Byte Alfa3 (GBA3) variable
  GlobalTrigger= 6, IGNORE, GT_CONDITION_GROUP, IGNORE, 11, 12, IGNORE
  TriggerGroup= 11, $8000, 16, $428 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#4
  TriggerGroup= 12, $2000, 232, $502; F232: set 5 in Global Byte Alfa3 (GBA3) variable
  GlobalTrigger= 7, IGNORE, GT_CONDITION_GROUP, IGNORE, 13, 14, IGNORE
  TriggerGroup= 13, $8000, 16, $528 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#5
  TriggerGroup= 14, $2000, 232, $602; F232: set 6 in Global Byte Alfa3 (GBA3) variable
  GlobalTrigger= 8, IGNORE, GT_CONDITION_GROUP, IGNORE, 15, 16, IGNORE
  TriggerGroup= 15, $8000, 16, $628 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#6
  TriggerGroup= 16, $2000, 232, $702; F232: set 7 in Global Byte Alfa3 (GBA3) variable
  GlobalTrigger= 9, IGNORE, GT_CONDITION_GROUP, IGNORE, 17, 18, IGNORE
  TriggerGroup= 17, $8000, 16, $728 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#7
  TriggerGroup= 18, $2000, 232, $802; F232: set 8 in Global Byte Alfa3 (GBA3) variable
  GlobalTrigger= 10, IGNORE, GT_CONDITION_GROUP, IGNORE, 19, 20, IGNORE
  TriggerGroup= 19, $8000, 16, $828 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#8
  TriggerGroup= 20, $2000, 232, $902; F232: set 9 in Global Byte Alfa3 (GBA3) variable
  GlobalTrigger= 11, IGNORE, GT_CONDITION_GROUP, IGNORE, 21, 22, IGNORE
  TriggerGroup= 21, $8000, 16, $928 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#9
  TriggerGroup= 22, $2000, 232, $A02; F232: set 10 in Global Byte Alfa3 (GBA3) variable
  Parameters= PARAM_BIG_NUMBERS, 151, 153, 155, 156, 157, 158, 159, 160, 161, 162
  ;
  ;
  ;-----if Lara hits the water, the health will be decreased, according to the latest vertical speed-----
  GlobalTrigger= 12, FGT_SINGLE_SHOT_RESUMED, GT_CONDITION_GROUP, IGNORE, 23, 24, IGNORE
  TriggerGroup= 23, $8000, 1, $110 ; C16: if any part of MultEnvCondition#1 is true
  TriggerGroup= 24, $2000, 127, $1 ; F127: enable Organizer#1
  Organizer= 1, IGNORE, IGNORE, 0, 25, 1, 26
  TriggerGroup= 25, $8000, 2, $12B, >; C43: if GBA3=1
  $2000, 89, $12, > ; F89: remove 10 % health
  $8000+TGROUP_ELSE, 2, $22B, >; C43: if GBA3=2
  $2000, 89, $13, > ; F89: remove 20 % health
  $8000+TGROUP_ELSE, 2, $32B, >; C43: if GBA3=3
  $2000, 89, $14, > ; F89: remove 30 % health
  $8000+TGROUP_ELSE, 2, $42B, >; C43: if GBA3=4
  $2000, 89, $15, > ; F89: remove 40 % health
  $8000+TGROUP_ELSE, 2, $52B, >; C43: if GBA3=5
  $2000, 89, $16, > ; F89: remove 50 % health
  $8000+TGROUP_ELSE, 2, $62B, >; C43: if GBA3=6
  $2000, 89, $17, > ; F89: remove 60 % health
  $8000+TGROUP_ELSE, 2, $72B, >; C43: if GBA3=7
  $2000, 89, $18, > ; F89: remove 70 % health
  $8000+TGROUP_ELSE, 2, $82B, >; C43: if GBA3=8
  $2000, 89, $19, > ; F89: remove 80 % health
  $8000+TGROUP_ELSE, 2, $92B, >; C43: if GBA3=9
  $2000, 89, $1A, > ; F89: remove 90 % health
  $8000+TGROUP_ELSE, 2, $A2B, >; C43: if GBA3=10
  $2000, 63, $0 ; F63: kills Lara
  TriggerGroup= 26, $2000, 232, $10, > ; set 0 in Global Short Alfa1 (GSA1) variable
  $2000, 232, $2 ; F232: set 0 in Global Byte Alfa3 (GBA3) variable
  ;
  ;
  ;-----it sets GBA3 back to 0 if she doesn’t land in water/quicksand after a fall-----
  GlobalTrigger= 13, IGNORE, GT_CONDITION_GROUP, IGNORE, 27, 26, IGNORE
  TriggerGroup= 27, $8000, 4, $119 ; C25: if Lara touches the floor
Note:
If she slams to the pool floor in waist-deep water that naturally will give further health away, as usual.
The setup won’t work in knee-deep water, in that case Lara will always be hurt only directly by the pool floor, as usual.

If you want different values:

It is easy, let’s see two examples:

EXAMPLE1:
The limits with 15 and 22 clicks are not enough for you, you want her to be injured/death if she falls more than that. That is why your table contains bigger speed values:

X: 160, Y: 10%
X: 164, Y: 20%
X: 168, Y: 30%
X: 172, Y: 40%
X: 176, Y: 50%
X: 180, Y: 60%
X: 184, Y: 70%
X: 188, Y: 80%
X: 192, Y: 90%
X: 196, Y: 100% (death)

Now all you have to do is change the speed values in Parameters= PARAM_BIG_NUMBERS (all the changes are blue):

;-----copy Lara’s actual vertical speed to a variable -----
GlobalTrigger= 1, IGNORE, GT_CONDITION_GROUP, IGNORE, 1, 2, IGNORE
TriggerGroup= 1, $8000+TGROUP_NOT, 1, $110, >; C16: if any part of MultEnvCondition#1 is NOT true
$8000+TGROUP_NOT, 86, $1E ; C30: if Lara is not performing the swimming (086) animation. (We must rule this out to prevent a bug that happens if Lara comes swimming from underwater above the water surface, after falling into the water.)
TriggerGroup= 2, $5000, Z, $36, > ; A54: adjust Lara object with index Z (the object index you can see in Room Editor, in that little yellow window)
$2000, 256, $B10 ; F256: copy the actual vertical speed into Global Short Alfa1 (GSA1) variable
MultEnvCondition= 1, ENV_ROOM_IS, ROOM_WATER, IGNORE, ENV_ROOM_IS, ROOM_QUICKSAND, IGNORE
;
;
;-----each GlobalTrigger will study a particular speed, so each speed gets a different flag-----
GlobalTrigger= 2, IGNORE, GT_CONDITION_GROUP, IGNORE, 3, 4, IGNORE
TriggerGroup= 3, $8000, 16, $28 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#0
TriggerGroup= 4, $2000, 232, $102; F232: set 1 in Global Byte Alfa3 (GBA3) variable
GlobalTrigger= 3, IGNORE, GT_CONDITION_GROUP, IGNORE, 5, 6, IGNORE
TriggerGroup= 5, $8000, 16, $128 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#1
TriggerGroup= 6, $2000, 232, $202; F232: set 2 in Global Byte Alfa3 (GBA3) variable
GlobalTrigger= 4, IGNORE, GT_CONDITION_GROUP, IGNORE, 7, 8, IGNORE
TriggerGroup= 7, $8000, 16, $228 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#2
TriggerGroup= 8, $2000, 232, $302; F232: set 3 in Global Byte Alfa3 (GBA3) variable
GlobalTrigger= 5, IGNORE, GT_CONDITION_GROUP, IGNORE, 9, 10, IGNORE
TriggerGroup= 9, $8000, 16, $328 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#3
TriggerGroup= 10, $2000, 232, $402; F232: set 4 in Global Byte Alfa3 (GBA3) variable
GlobalTrigger= 6, IGNORE, GT_CONDITION_GROUP, IGNORE, 11, 12, IGNORE
TriggerGroup= 11, $8000, 16, $428 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#4
TriggerGroup= 12, $2000, 232, $502; F232: set 5 in Global Byte Alfa3 (GBA3) variable
GlobalTrigger= 7, IGNORE, GT_CONDITION_GROUP, IGNORE, 13, 14, IGNORE
TriggerGroup= 13, $8000, 16, $528 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#5
TriggerGroup= 14, $2000, 232, $602; F232: set 6 in Global Byte Alfa3 (GBA3) variable
GlobalTrigger= 8, IGNORE, GT_CONDITION_GROUP, IGNORE, 15, 16, IGNORE
TriggerGroup= 15, $8000, 16, $628 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#6
TriggerGroup= 16, $2000, 232, $702; F232: set 7 in Global Byte Alfa3 (GBA3) variable
GlobalTrigger= 9, IGNORE, GT_CONDITION_GROUP, IGNORE, 17, 18, IGNORE
TriggerGroup= 17, $8000, 16, $728 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#7
TriggerGroup= 18, $2000, 232, $802; F232: set 8 in Global Byte Alfa3 (GBA3) variable
GlobalTrigger= 10, IGNORE, GT_CONDITION_GROUP, IGNORE, 19, 20, IGNORE
TriggerGroup= 19, $8000, 16, $828 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#8
TriggerGroup= 20, $2000, 232, $902; F232: set 9 in Global Byte Alfa3 (GBA3) variable
GlobalTrigger= 11, IGNORE, GT_CONDITION_GROUP, IGNORE, 21, 22, IGNORE
TriggerGroup= 21, $8000, 16, $928 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#9
TriggerGroup= 22, $2000, 232, $A02; F232: set 10 in Global Byte Alfa3 (GBA3) variable
Parameters= PARAM_BIG_NUMBERS, 160, 164, 168, 172, 176, 180, 184, 188, 192, 196
;
;
;-----if Lara hits the water, the health will be decreased, according to the latest vertical speed-----
GlobalTrigger= 12, FGT_SINGLE_SHOT_RESUMED, GT_CONDITION_GROUP, IGNORE, 23, 24, IGNORE
TriggerGroup= 23, $8000, 1, $110 ; C16: if any part of MultEnvCondition#1 is true
TriggerGroup= 24, $2000, 127, $1 ; F127: enable Organizer#1
Organizer= 1, IGNORE, IGNORE, 0, 25, 1, 26
TriggerGroup= 25, $8000, 2, $12B, >; C43: if GBA3=1
$2000, 89, $12, > ; F89: remove 10 % health
$8000+TGROUP_ELSE, 2, $22B, >; C43: if GBA3=2
$2000, 89, $13, > ; F89: remove 20 % health
$8000+TGROUP_ELSE, 2, $32B, >; C43: if GBA3=3
$2000, 89, $14, > ; F89: remove 30 % health
$8000+TGROUP_ELSE, 2, $42B, >; C43: if GBA3=4
$2000, 89, $15, > ; F89: remove 40 % health
$8000+TGROUP_ELSE, 2, $52B, >; C43: if GBA3=5
$2000, 89, $16, > ; F89: remove 50 % health
$8000+TGROUP_ELSE, 2, $62B, >; C43: if GBA3=6
$2000, 89, $17, > ; F89: remove 60 % health
$8000+TGROUP_ELSE, 2, $72B, >; C43: if GBA3=7
$2000, 89, $18, > ; F89: remove 70 % health
$8000+TGROUP_ELSE, 2, $82B, >; C43: if GBA3=8
$2000, 89, $19, > ; F89: remove 80 % health
$8000+TGROUP_ELSE, 2, $92B, >; C43: if GBA3=9
$2000, 89, $1A, > ; F89: remove 90 % health
$8000+TGROUP_ELSE, 2, $A2B, >; C43: if GBA3=10
$2000, 63, $0 ; F63: kills Lara
TriggerGroup= 26, $2000, 232, $10, > ; set 0 in Global Short Alfa1 (GSA1) variable
$2000, 232, $2 ; F232: set 0 in Global Byte Alfa3 (GBA3) variable
;
;
;-----it sets GBA3 back to 0 if she doesn’t land in water/quicksand after a fall-----
GlobalTrigger= 13, IGNORE, GT_CONDITION_GROUP, IGNORE, 27, 26, IGNORE
TriggerGroup= 27, $8000, 4, $119 ; C25: if Lara touches the floor



References for (approximate) speed values (which you can detect when Lara slams to the floor), if Lara runs off the ledge:

11 clicks: 144
12 clicks: 145
13 clicks: 147
14 clicks: 149
15 clicks: 151
16 clicks: 152
17 clicks: 154
18 clicks: 156
19 clicks: 157
20 clicks: 159
21 clicks: 160
22 clicks: 162
23 clicks: 163
24 clicks: 165
25 clicks: 167
26 clicks: 168
27 clicks: 170
28 clicks: 171
29 clicks: 173
30 clicks: 174
32 clicks: 177
34 clicks: 180
36 clicks: 183
38 clicks: 185
40 clicks: 188
42 clicks: 191
44 clicks: 193
46 clicks: 196
48 clicks: 199
50 clicks: 201
55 clicks: 207
60 clicks: 213
65 clicks: 219
70 clicks: 225
80 clicks: 236
90 clicks: 247
100 clicks: 257

The speed is naturally less a bit eg. if Lara falls down when grabbing the edge and then letting it go.

EXAMPLE2:
You want less grades than ten, and you want different percent values. That is why your table contains this:

X: 151, Y: 15%
X: 153, Y: 30%
X: 156, Y: 45%
X: 158, Y: 60%
X: 160, Y: 80%
X: 162, Y: 100% (death)

In that case (changed data is blue, new data is brown, removed data is green):
- remove the unnecessary speed values from Parameters= PARAM_BIG_NUMBERS,
- remove GlobalTriggers and TriggerGroups for removed grades,
- modify PARAM_BIG_NUMBERS position references and GBA3 values in the remaining TriggerGroups,
- remove the unnecessary parts of TriggerGroup#25,
- add/modify the percent triggers in TriggerGroup#25.

;-----copy Lara’s actual vertical speed to a variable -----
GlobalTrigger= 1, IGNORE, GT_CONDITION_GROUP, IGNORE, 1, 2, IGNORE
TriggerGroup= 1, $8000+TGROUP_NOT, 1, $110, >; C16: if any part of MultEnvCondition#1 is NOT true
$8000+TGROUP_NOT, 86, $1E ; C30: if Lara is not performing the swimming (086) animation. (We must rule this out to prevent a bug that happens if Lara comes swimming from underwater above the water surface, after falling into the water.)
TriggerGroup= 2, $5000, Z, $36, > ; A54: adjust Lara object with index Z (the object index you can see in Room Editor, in that little yellow window)
$2000, 256, $B10 ; F256: copy the actual vertical speed into Global Short Alfa1 (GSA1) variable
MultEnvCondition= 1, ENV_ROOM_IS, ROOM_WATER, IGNORE, ENV_ROOM_IS, ROOM_QUICKSAND, IGNORE
;
;
;-----each GlobalTrigger will study a particular speed, so each speed gets a different flag-----
GlobalTrigger= 2, IGNORE, GT_CONDITION_GROUP, IGNORE, 3, 4, IGNORE
TriggerGroup= 3, $8000, 16, $28 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#0
TriggerGroup= 4, $2000, 232, $102; F232: set 1 in Global Byte Alfa3 (GBA3) variable
GlobalTrigger= 3, IGNORE, GT_CONDITION_GROUP, IGNORE, 5, 6, IGNORE
TriggerGroup= 5, $8000, 16, $128 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#1
TriggerGroup= 6, $2000, 232, $202; F232: set 2 in Global Byte Alfa3 (GBA3) variable
GlobalTrigger= 4, IGNORE, GT_CONDITION_GROUP, IGNORE, 7, 8, IGNORE
TriggerGroup= 7, $8000, 16, $228 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#2
TriggerGroup= 8, $2000, 232, $302; F232: set 3 in Global Byte Alfa3 (GBA3) variable
GlobalTrigger= 5, IGNORE, GT_CONDITION_GROUP, IGNORE, 9, 10, IGNORE
TriggerGroup= 9, $8000, 16, $328 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#3
TriggerGroup= 10, $2000, 232, $402; F232: set 4 in Global Byte Alfa3 (GBA3) variable
GlobalTrigger= 6, IGNORE, GT_CONDITION_GROUP, IGNORE, 11, 12, IGNORE
TriggerGroup= 11, $8000, 16, $328 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#3
TriggerGroup= 12, $2000, 232, $402; F232: set 4 in Global Byte Alfa3 (GBA3) variable
GlobalTrigger= 7, IGNORE, GT_CONDITION_GROUP, IGNORE, 13, 14, IGNORE
TriggerGroup= 13, $8000, 16, $528 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#5
TriggerGroup= 14, $2000, 232, $602; F232: set 6 in Global Byte Alfa3 (GBA3) variable
GlobalTrigger= 8, IGNORE, GT_CONDITION_GROUP, IGNORE, 15, 16, IGNORE
TriggerGroup= 15, $8000, 16, $428 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#5
TriggerGroup= 16, $2000, 232, $502; F232: set 5 in Global Byte Alfa3 (GBA3) variable
GlobalTrigger= 9, IGNORE, GT_CONDITION_GROUP, IGNORE, 17, 18, IGNORE
TriggerGroup= 17, $8000, 16, $728 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#7
TriggerGroup= 18, $2000, 232, $802; F232: set 8 in Global Byte Alfa3 (GBA3) variable
GlobalTrigger= 10, IGNORE, GT_CONDITION_GROUP, IGNORE, 19, 20, IGNORE
TriggerGroup= 19, $8000, 16, $528 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#6
TriggerGroup= 20, $2000, 232, $602; F232: set 6 in Global Byte Alfa3 (GBA3) variable
GlobalTrigger= 11, IGNORE, GT_CONDITION_GROUP, IGNORE, 21, 22, IGNORE
TriggerGroup= 21, $8000, 16, $928 ; C40: if GSA1=the number at PARAM_BIG_NUMBERS Position#9
TriggerGroup= 22, $2000, 232, $A02; F232: set 10 in Global Byte Alfa3 (GBA3) variable
Parameters= PARAM_BIG_NUMBERS, 151, 153, 155, 156, 157, 158, 159, 160, 161, 162
;
;
;-----if Lara hits the water, the health will be decreased, according to the latest vertical speed-----
GlobalTrigger= 12, FGT_SINGLE_SHOT_RESUMED, GT_CONDITION_GROUP, IGNORE, 23, 24, IGNORE
TriggerGroup= 23, $8000, 1, $110 ; C16: if any part of MultEnvCondition#1 is true
TriggerGroup= 24, $2000, 127, $1 ; F127: enable Organizer#1
Organizer= 1, IGNORE, IGNORE, 0, 25, 1, 26
TriggerGroup= 25, $8000, 2, $12B, >; C43: if GBA3=1
$2000, 89, $12, > ; F89: remove 10 % health
$2000, 89, $D, >, F89: remove 5 % health
$8000+TGROUP_ELSE, 2, $22B, >; C43: if GBA3=2
$2000, 89, $14, > ; F89: remove 30 % health
$8000+TGROUP_ELSE, 2, $32B, >; C43: if GBA3=3
$2000, 89, $15, > ; F89: remove 40 % health
$2000, 89, $D, >, F89: remove 5 % health
$8000+TGROUP_ELSE, 2, $42B, >; C43: if GBA3=4
$2000, 89, $17, > ; F89: remove 60 % health
$8000+TGROUP_ELSE, 2, $52B, >; C43: if GBA3=5
$2000, 89, $19, > ; F89: remove 80 % health
$8000+TGROUP_ELSE, 2, $62B, >; C43: if GBA3=6
$2000, 89, $17, > ; F89: remove 60 % health
$2000, 63, $0 ; F63: kills Lara
$8000+TGROUP_ELSE, 2, $72B, >; C43: if GBA3=7
$2000, 89, $18, > ; F89: remove 70 % health
$8000+TGROUP_ELSE, 2, $82B, >; C43: if GBA3=8
$2000, 89, $19, > ; F89: remove 80 % health
$8000+TGROUP_ELSE, 2, $92B, >; C43: if GBA3=9
$2000, 89, $1A, > ; F89: remove 90 % health
$8000+TGROUP_ELSE, 2, $A2B, >; C43: if GBA3=10
$2000, 63, $0 ; F63: kills Lara

TriggerGroup= 26, $2000, 232, $10, > ; set 0 in Global Short Alfa1 (GSA1) variable
$2000, 232, $2 ; F232: set 0 in Global Byte Alfa3 (GBA3) variable
;
;
;-----it sets GBA3 back to 0 if she doesn’t land in water/quicksand after a fall-----
GlobalTrigger= 13, IGNORE, GT_CONDITION_GROUP, IGNORE, 27, 26, IGNORE
TriggerGroup= 27, $8000, 4, $119 ; C25: if Lara touches the floor




Made using TRNG 1.2.2.7+
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