Sly 1:Damage

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Game Mechanic
Sly 1 JTBS ZAP PIT.png
Sly falling to his doom in a ZAP of type PIT
GameSly Cooper and the Thievius Raccoonus

In Sly 1, the player takes damage on contact with ZAP volumes. Taking damage always results in death, unless you have a lucky charm.

ZAP volumes[edit | edit source]

Some zap geometry being rendered in the May 2002 demo build of Sly 1

In Sly Cooper and the Thievius Raccoonus, Zap volumes are placed around level hazards and spawned in by guard attacks. The damage type for a zap volume can be one of several values as dictated by the ZAPK[check] enum.

The UpdateJtActive function checks whether Sly is touching a zap volume. If so, his JTS is set to JTS::ZAP. Subsequently, FCharmAvailable is called during his update function to check if the damage is the damage is fatal.

ZAPK[edit | edit source]

The ZAPK enum controls which animation will play when Sly triggers a zap volume. It has the following possible values.

ZAPK enum
Value Name
0x1 Blunt
0x2 Electric
0x3 Fire
0x4 Water
0x5 Crush
0x6 Pit

Lucky charms[edit | edit source]

The function FCharmAvailable is called each time Sly takes damage.

In either case, the function returns true and the charm is used to save JT from dying. If the player has 0 charms and the cheat is disabled, the function returns false.

Death[edit | edit source]

May 2002 demo[edit | edit source]

In the May 2002 Demo build there is a debug flag that makes zap volumes visible. The zap volumes are rendered as red wireframe boxes, and Sly takes damage upon coming into contact with them.