Sly 1:Damage
Game Mechanic | |
---|---|
![]() Sly falling to his doom in a ZAP of type PIT | |
Game | Sly 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]
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.
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.
- It first checks whether the
ccharm
value on the current game state is greater than zero. - It then checks if the infinite charms cheat is enabled.
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]
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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.
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