Mal8rk wrote: βWed Apr 02, 2025 11:23 am
This is such a useful script!!!
Although I'm not sure if I'm using it correctly or if there's something wrong with this because when I try to replace block 4's breaking effect, it still spawns the basegame effect
Here's my code:
Code: Select all
effectReplacer.registerBlockDestroyEffect(4, 955)
Investigating this bug more, I discovered that this applies to all blocks, except the metroid one for some reason:
This is what I put in:
Code: Select all
local eR = require("effectReplacer")
eR.registerBlockDestroyEffect(4,759)
eR.registerBlockDestroyEffect(60,759)
eR.registerBlockDestroyEffect(188,759)
eR.registerBlockDestroyEffect(293,759)
eR.registerBlockDestroyEffect(457,759)
eR.registerBlockDestroyEffect(526,759)