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#editor

pegperegogaucho
The range is actually from 0D18-0D1F
adrientd
Ah ok thanks
adrientd
That means only 8 pools is the max :FrogThinking:
adrientd
which is good enough anyway :LUL:
pegperegogaucho
You can have more pools, but you cannot add specifically them to the lock
adrientd
Yeah, and I guess you can just add new squads
pegperegogaucho
Yup
pegperegogaucho
I will post the MsgAction messages (or callbacks) in a moment
adrientd
Ok 👍
adrientd
Just made event names appear for messages:
adrientd
It does it by only looking at CKGrpSquadEnemy, though maybe I should look at enemy hooks too
adrientd
since I have the impression that 0Dxx events are from squads, and 4Dxx are from enemy hooks
pegperegogaucho
Nice! :PogClappa:
pegperegogaucho
```c /* MsgAction Callbacks */ CKGroupSquadEnemy 0D13 On squad spawn CKGroupSquadEnemy 0D15 On timer expire CKGroupSquadEnemy 0D16 On all enemies dead CKGroupSquadEnemy 4D00 While inside seUnk1 cube CKGroupSquadEnemy 4D01 While outside seUnk2 cube CKGroupSquadEnemy 4D02 While asterix has potion CKGroupSquadEnemy 4D17 While asterix has no potion CKGroupSquadEnemy 4D08 On enemy hurt CKGroupSquadEnemy 4D09 On enemy death CKGroupSquadEnemy 4D0B On guard spot hero CKGroupSquadEnemy 4D0C On guard regrouped CKGroupSquadEnemy 4D0D-4D0F custom event CKGroupSquadEnemy 4D10 While in bounding box CKGroupSquadEnemy 4D11 While outside bounding box CKGroupSquadEnemy 4D05 While at destination (target hook / marker) ```
pegperegogaucho
"While" means that it will keep on executing the child actions until the conditions aren't met anymore or the state is changed
pegperegogaucho
"On" is only once
pegperegogaucho
AFAIK enemies use 4CXX with the exception of the Leader, which has it's animation actions under 4DXX
adrientd
Nice 👍
adrientd
And after looking at it, yeah, I guess I was wrong :LUL:
pegperegogaucho
One thing that has to be mentioned is that both the seUnk1 and seUnk2 cube volumes move with the squad :Pooga: