Hello! I hope that two years are not too late for bug fixes.
I wasn't able to work on anything new during those time either, unfortunately. There was some stuff I did finished but it's either highly customized for my minisode, or was already released by other people (and wayy better than what I did).
But I do have some good news, I finally managed to fix the following bug for SMB3 Upside Down Beetle and YI Wild Piranha Plant.
SMB3 Upside Down Beetle
- If the shell falls down onto 45 degree slope, it's no longer stuck and should move normally
YI Wild Piranha Plant
- Added activerangeY parameter, default to 480. Similar to the existing activerange for the x axis, Piranha Plant will actives if the player stays within this range.
- The Piranha Plant should deactivate properly if it goes offscreen/change section
Please redownload the folder and update the one used in your episode accordingly, thank you very much!
(Precisely, only the main ai file for both are changed, the individual npc file are not. So if you have applied custom graphics or txt, feel free to keep it as it was)
Additionally
TLtimelord wrote:
Running into an error. I don't really know what it means but it happened when you bonk/kill a stunned upside down buzzy beetle/spiny shell.
According to MrDoubleA it's trying to spawn an effect that doesn't exist. I have changed the original NPC id's because I'm using custom piranha plants from MDA as apart of my episode devkit, idk if that fudged anything up.
DrMekar wrote:
When killing the Fire Nipper with a Koopa Shell, this Error Appears.
If you have changed the original NPC id, please change the effect ID to match as well. For every NPC I made, if you have change any NPC ID you have to make sure to update all other relative NPC id and effect accordingly. These option, however, can also be override manually inside lua file as well too if you prefer to move around the id yourself, just uncomment the respective property.
I will update the first post for the clarity. Sorry for the trouble!