Alt Jump bypasses jumphurt :(

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Radishl
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Alt Jump bypasses jumphurt :(

Postby Radishl » Tue Jul 22, 2014 1:05 am

Yea, this sucks really bad. Know anyway to fix this? My boss cant really finish his running events without getting alternate jumped by Mario :L

Julia Pseudo
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Re: Alt Jump bypasses jumphurt :(

Postby Julia Pseudo » Tue Jul 22, 2014 3:02 am

Unfortunately, I don't think NPC codes can get past this. The only thing I can think of is adding playerblocktop=1, which would allow the player to stand on top of your boss (while still getting hurt due to jumphurt=1). I THINK this works even if you spin jump on the enemy (i.e. you will land on it like a platform) but I'm not absolutely sure. It's the first thing to try that comes to mind though.

Radishl
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Re: Alt Jump bypasses jumphurt :(

Postby Radishl » Tue Jul 22, 2014 9:06 am

Pseudo-dino wrote:Unfortunately, I don't think NPC codes can get past this. The only thing I can think of is adding playerblocktop=1, which would allow the player to stand on top of your boss (while still getting hurt due to jumphurt=1). I THINK this works even if you spin jump on the enemy (i.e. you will land on it like a platform) but I'm not absolutely sure. It's the first thing to try that comes to mind though.
Alright, I'll try this out. Thanks for for help!

Radishl
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Re: Alt Jump bypasses jumphurt :(

Postby Radishl » Wed Jul 23, 2014 1:12 am

Darnit , it doesnt work :(

Someone please help, that would be convenient.

Magician
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Re: Alt Jump bypasses jumphurt :(

Postby Magician » Wed Jul 23, 2014 3:41 am

I dunno if there's an easy solution, but I have a hypothetical solution. Open the debugger with CTRL +D. Then, if the boss is attached to a layer, click on that same layer and put a spike block directly above the boss, but to the leftmost edge. Like this:
□ <--Spike
□ □ □ <---Boss
□ □ □ <---Boss
□ □ □ <---Boss

You may have to unclick auto-align to do this. BEFORE YOU PLACE THE SPIKE, record the X and Y coordinates. Then save. Then open the .lvl file in Nopepad. Search the X and Y coordinates. Or just one may suffice. But you'll match the coordinates to something that looks like this:
-199509 (X coordinate)
-200186 (Y coordinate)
32 (height of block)
32 (width of block)
110 (id of block (110 = SMB3 upward spikes))
0 (...idunno)

Change the height of the block to 1 pixel by changing the top 32 to a 1. Then change the width to whatever the width of the boss is (for the sake of my diagram above it would be three 32 pixel blocks wide, so 96).
-199509
-200186
1
96
110
0

Now you have a damaging hitbox that is the height of a block above your boss, goes across the entire width of the boss, and is one pixel tall.
Now lower the Y coordinate until the block is as close to the boss as you can get it without causing errors. You have to test this by saving the notepad file while the file isn't open in SMBX. So every time you make an edit, hit CTRL+N on SMBX and go to the notepad file and save it, and then reopen the level in SMBX to test the changes. Do this while decreasing the space between the block and the boss until you get it as close to the boss as you can get it. If you lower it by too much the boss will either be killed or sent flying or both. For example SMB3 Bowser needs a four pixel space at minimum. Any closer kills him automatically.

And oh yeah, replace npc-110 and npc-110m to make them invisible so that you don't see any lines after you're done all that.

As a result, I'm certain it will be impossible not to be damaged by landing on the boss from above.

Disclaimer: This probably works a lot better for horizontally moving bosses, because the layer doesn't always move as quickly as the NPC does. If the block moves too slowly it can force the NPC into it and cause collision problems.

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Re: Alt Jump bypasses jumphurt :(

Postby Julia Pseudo » Wed Jul 23, 2014 6:13 pm

Ah, sorry, Radishi. Again, that was untested, it was just the only think I could think of though.

Magician's suggestion sounds like it works though. I'd try that out.

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Re: Alt Jump bypasses jumphurt :(

Postby AirShip » Wed Jul 23, 2014 6:26 pm

If I'm not mistaken, you can withdraw spinjump a specific level with Lunadll, but I'm not sure.

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Re: Alt Jump bypasses jumphurt :(

Postby Magician » Thu Jul 24, 2014 12:32 am

*smacks self*
I knew there was something I was forgetting.
Though, and I would have pointed this out if I had mentioned it, that may not be a more desirable solution even if it's easier. Personally if I wanted to disable spin jump, I'd do it for an entire episode so as not to confuse the player. I would want to be completely out of the habit of spin jumping by the time I reached a boss.

To disable spin jumping, put this in a notepad file named lunadll.txt in that level's folder (where the graphics for that level are kept):
#0
PlayerMemSet,0,0x50,0,0,0,w
#END

#0 means it affects every section but you can change it to specify the section that the boss is in, if you wish. If the boss is in section 1, change it to #1. If 2, then #2. And so on.

Radishl
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Re: Alt Jump bypasses jumphurt :(

Postby Radishl » Thu Jul 24, 2014 12:44 am

Magician wrote:*smacks self*
I knew there was something I was forgetting.
Though, and I would have pointed this out if I had mentioned it, that may not be a more desirable solution even if it's easier. Personally if I wanted to disable spin jump, I'd do it for an entire episode so as not to confuse the player. I would want to be completely out of the habit of spin jumping by the time I reached a boss.

To disable spin jumping, put this in a notepad file named lunadll.txt in that level's folder (where the graphics for that level are kept):
#0
PlayerMemSet,0,0x50,0,0,0,w
#END

#0 means it affects every section but you can change it to specify the section that the boss is in, if you wish. If the boss is in section 1, change it to #1. If 2, then #2. And so on.
I wouldnt really want to disable spin jump all together.
anyways I'll use different ncp for the animation instead.


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