The object logs the amount of time the sandbag is in hitstun and how much damage it’s taken in that time, as well as logging the most amount of damage that’s been dealt. When initialized, it creates a separate object with the specified variation type and then acts as a handler for the rest of the object’s functions, keeping track of a lot of interesting variables.
It has 3 different variations: TypeZako, TypeGroundBoss, and TypeAirBoss. This unused enemy is initialized with 999 HP and is set to never be able to be killed.
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Presumably, the developers disabled the Copy Ability clearing code to initially test the state, but then the mechanic was scrapped and replaced by the Friend Heart mechanic, where they then removed all references to the state and forced any potential calls of it to never work. Not only is StateSummonHelperPre’s “TryToChangeState” function never called, it also instantly returns despite the rest of the function having code. However, the state doesn’t actually clear Kirby’s Copy Ability due to the code for it being manually disabled by a jump instruction. Initiating the state requires the player to simply press X, and the state lacks checks for being in The Ultimate Choice. This pair of states function exactly the same as how creating Helpers worked in Kirby Super Star and Kirby Super Star Ultra. The first of these two is responsible for dimming the screen and the second creates a new Helper using Kirby’s current Copy Ability, and applies Kirby’s current element to the Helper as well. There exists an unused and very unfinished set of states in the game named StateSummonHelperPre and StateSummonHelper. If Overhead Slash is modified to create the beam when it’s supposed to, it’s fully functional, but doesn’t react to elements at all. None of Kirby’s moves actually clear the charge, so the charge is permanent once he gains it. The beam object itself does also exist and is fully programmed, even having a hitbox and reacting properly to collisions. The move is almost fully functional, with Kirby being able to charge the sword beam, but being unable to fire the beam, as it’s never attempted to be spawned during Overhead Slash and Chop and Thrust. Through some very minor code modification, it’s possible to use the move again. Maybe the developers didn’t want Kirby to have to charge Sky Energy Sword before being able to gain an element. The second time Sky Energy Sword is attempted to be accessed is during Hat Thrust, among the checks for cancelling into Sword’s other attacks.īecause the state for requesting an element requires holding up for a certain period of time, Sky Energy Sword will work properly alongside it and will take priority, so it’s not known why it was scrapped. Sword’s AbilityState class, code that controls the Sword Ability’s unique code and states, attempts to make Kirby use Sky Energy Sword at the very end of its function for trying to use Sword’s different moves.
However, unlike that state, Sky Energy Sword is actually called twice!
Much like StateSummonHelperPre, Sky Energy Sword’s “TryToChangeState” function instantly returns. Sword’s Sky Energy Sword attack from Kirby Triple Deluxe, accessible by holding up while standing, is almost fully programmed in. Why this move has so much code for it but is completely unused is unknown Revolution Beam from Kirby’s Return to Dream Land, which got cut in Kirby Triple Deluxe and hasn’t seen the light of day since, has two fully programmed animation scripts and animations registered, but has no state for Beam Kirby to use.ĭespite lacking a script, Beam’s WhipAlgorithm class has the variables (bool) mToRevolution, (bool) mCanTryRevolution, and (int) mTriggerCount, all accessed by the class’s initialization function, but never actually used outside of Waddle Doo’s in-water states and the Beam Whip state setting mCanTryRevolution to false when they’re supposed to. (Source: Firubii) Unused Moves Revolution Beam