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icez
- Spike

- Posts: 263
- Joined: Fri Dec 20, 2013 7:21 pm
Postby icez » Fri Mar 07, 2014 11:50 am
This will prove very useful, I can now modify boss hp now among anything now
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Taogoat
- Guest
Postby Taogoat » Fri Mar 07, 2014 5:50 pm
>.>
Am I invisible or not? Because nobody wants to help me.
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DarkShadeX
- Volcano Lotus

- Posts: 535
- Joined: Sat Jan 18, 2014 11:34 am
Postby DarkShadeX » Sat Mar 08, 2014 7:59 am
Taogoat wrote:>.>
Am I invisible or not? Because nobody wants to help me.
I replied several times to you:
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Taogoat
- Guest
Postby Taogoat » Sun Mar 09, 2014 7:12 am
But I don't even have LunaDLL. That's the problem.
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DarkShadeX
- Volcano Lotus

- Posts: 535
- Joined: Sat Jan 18, 2014 11:34 am
Postby DarkShadeX » Sun Mar 09, 2014 8:55 am
A little bit of searching and you would have found it too -_-
Derp Link
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zlaker
- Reznor

- Posts: 2844
- Joined: Fri Dec 20, 2013 1:46 pm
Postby zlaker » Sun Mar 09, 2014 2:04 pm
A quick question: are you able to make an layer appear with LunaDLL after certain amount deaths?
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leif_erikson
- Blooper

- Posts: 167
- Joined: Thu Feb 06, 2014 12:23 pm
Postby leif_erikson » Sun Mar 09, 2014 9:55 pm
You can make a layer appear with TriggerSMBXEvent, and make such an event in the editor that shows the layer. There might be a way to track deaths, but I haven't tested this AT ALL and it's hard.
First, I would try to detect the death through the death timer of the player. that's player offset +0x13E
Code: Select all #0
// When player death timer == 1, activate 1000
OnPlayerMem,0x13E,1,0,1000,0,w
#1000
// Player death COUNTER, add 1 each time player death detected (and store the number in unused memory at 0x2A)
PlayerMemSet,0,0x2A,1,1,1,w
If that works, and I have no idea if it will, then you could check memory 0x2A to see how many times they've died like this
Code: Select all #0
// When player death timer == 1, activate #1000
OnPlayerMem,0x13E,1,0,1000,0,w
// If memory at 0x2A is greater than 3, activate #1001
OnPlayerMem,0x2A,3,1,1001,0,w
#1000
// Player death COUNTER, add 1 each time player death detected (and store the number in unused memory at 0x2A)
PlayerMemSet,0,0x2A,1,1,1,w
#1001
// APPEAR event - this event should activate when the script detects you've died more than 3 times
TriggerSMBXEvent,0,0,0,0,1,NameHere
// Delete all from this event so it doesn't repeat
DeleteEventsFrom,1001,0,0,0,1,0
Last edited by leif_erikson on Sun Mar 09, 2014 10:36 pm, edited 1 time in total.
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icez
- Spike

- Posts: 263
- Joined: Fri Dec 20, 2013 7:21 pm
Postby icez » Sun Mar 09, 2014 9:59 pm
zlakerboy357 wrote:A quick question: are you able to make an layer appear with LunaDLL after certain amount deaths?
Judging by the amount of different scripts and commands it probably is possible,but figuring out how to properly utilize them will differently take some time I am still confused on how to
utilize the boss hit counter modifier script for my boss battle in my project.
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zlaker
- Reznor

- Posts: 2844
- Joined: Fri Dec 20, 2013 1:46 pm
Postby zlaker » Wed Mar 12, 2014 12:16 pm
Oh crap I can't forgot these codes. Are you able to make the characters not run, jump and just walk?
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DarkShadeX
- Volcano Lotus

- Posts: 535
- Joined: Sat Jan 18, 2014 11:34 am
Postby DarkShadeX » Wed Mar 12, 2014 12:23 pm
Take this from my Captain toad level:
Code: Select all //--Level Variables:-///
#0
//Cant Jump //1 is Normal Jump and Second is Spin jump:
PlayerMemSet,0,0x11E,0,0,0,w
PlayerMemSet,0,0x120,0,0,0,w
//Cant Fly //Is only able to glide:
PlayerMemSet,0,0x16C,0,0,0,w
PlayerMemSet,0,0x16E,0,0,0,w
About running... idk what to use for running : P
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zlaker
- Reznor

- Posts: 2844
- Joined: Fri Dec 20, 2013 1:46 pm
Postby zlaker » Wed Mar 12, 2014 12:34 pm
Holy can't believe I forgot that code. Thanks again..
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Wed Mar 12, 2014 3:36 pm
More moving screens? You mean autoscroll? If so, I'm curious too.
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leif_erikson
- Blooper

- Posts: 167
- Joined: Thu Feb 06, 2014 12:23 pm
Postby leif_erikson » Wed Mar 12, 2014 3:46 pm
To disable running what you could try is to force the player's speed to be between two maximums.
Code: Select all #0
// If player X speed greater than 3, activate 1000 (force down to just 3)
OnPlayerMem,0xE0,3,1,1000,0,df
// If player X speed less than -3, activate 1001 (force up to -3)
OnPlayerMem,0xE0,-3,2,1001,0,df
#1000
// Set player speed to 3
PlayerMemSet,0,0xE0,3,0,1,df
#1001
// Set player speed to -3
PlayerMemSet,0,0xE0,-3,0,1,df
#END
I tested it and it seems to work well.
SnifitGuy69 wrote:Is it possible to add more moving screens with LunaDLL.
I'm not sure what you mean.
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leif_erikson
- Blooper

- Posts: 167
- Joined: Thu Feb 06, 2014 12:23 pm
Postby leif_erikson » Wed Mar 12, 2014 4:09 pm
You can. Autoscrolling is basically moving the screen borders around the world area, and you can do that in lunadll with the PushScreenBoundary command.
If you have a 1 screen size border area, and you push the left border and right border to the right at the same exact speed and rate, it'll be like a level that autoscrolls to the right. You can control the pushing with regular lunadll event stuff.
Here's a level I made for SDS which could serve as an example for it, but the autoscrolling is a "machine crusher" kinda thing and more advanced. https://mega.co.nz/#!KIolgbII!7xw-tmjGg ... WcHiG4_tMk
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DarkShadeX
- Volcano Lotus

- Posts: 535
- Joined: Sat Jan 18, 2014 11:34 am
Postby DarkShadeX » Wed Mar 12, 2014 4:19 pm
@leif_erikson:
You should add this into your levels:
this prevents the player to jump at all when pressing the spinjump button (mario also will not turn in the other direction when the key is pressed)
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leif_erikson
- Blooper

- Posts: 167
- Joined: Thu Feb 06, 2014 12:23 pm
Postby leif_erikson » Wed Mar 12, 2014 4:53 pm
Hmm, I never realized that. If that's true, then it's really helpful for the SDS hack.
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icez
- Spike

- Posts: 263
- Joined: Fri Dec 20, 2013 7:21 pm
Postby icez » Wed Mar 12, 2014 6:35 pm
Anyone figured out what code is required for hit modifier I've used the commands but nothing seems to happen when I test it
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leif_erikson
- Blooper

- Posts: 167
- Joined: Thu Feb 06, 2014 12:23 pm
Postby leif_erikson » Wed Mar 12, 2014 7:05 pm
Well, mother brain reset her life back to 10 every time you enter the room. Is that what's happening? Do you run the code in the room with the boss?
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icez
- Spike

- Posts: 263
- Joined: Fri Dec 20, 2013 7:21 pm
Postby icez » Wed Mar 12, 2014 8:45 pm
leif_erikson wrote:Well, mother brain reset her life back to 10 every time you enter the room. Is that what's happening? Do you run the code in the room with the boss?
no I conduct the test in a single section level. I've tried the code on boom boom and Larry as well I must be missing something, but I am not sure and also does that mean if the mother brain npc is in a another section of level, when I enter that section mother brain reset back to 10?
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