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It more about the random explosion effect. Normally it is only used by SMBX for the mother brain kill animation but I managed to access the SMBX effect system to run my own effects.
Kevsoft wrote:It more about the random explosion effect. Normally it is only used by SMBX for the mother brain kill animation but I managed to access the SMBX effect system to run my own effects.
Oh. That's cool I guess u turned the crab into the brain , But adding the quake made it more interesting. Also, Didn't you activate that by killing an npc??? If so, how do you activate things by npc kill??? Like this?
Okay, I need help. I've tried everything I possibly could, but nothing seems to work. I'm making a Boss Rush Mode, and for the first level you fight each Goomba one by one, and each one of them takes one more hit than the last one. I'm very new to coding, but I even used DarkShadeX's Lunadll.txt generator program to make it easier, but not even that works. Here's the code:
#1
//Set all NPCs that have the given NPCID to have taken HITS amount of hits.
SetHits,27,1,-1,0,2,0
//Set all NPCs that have the given NPCID to have taken HITS amount of hits.
SetHits,1,1,-2,0,2,0
//Set all NPCs that have the given NPCID to have taken HITS amount of hits.
SetHits,2,1,-3,0,2,0
//Set all NPCs that have the given NPCID to have taken HITS amount of hits.
SetHits,244,1,-4,0,2,0
//Set all NPCs that have the given NPCID to have taken HITS amount of hits.
SetHits,3,1,-5,0,2,0
//Set all NPCs that have the given NPCID to have taken HITS amount of hits.
SetHits,71,1,-6,0,2,0
#END
If anyone can tell me what I'm doing wrong, or give me the correct code, I would be eternally grateful.
leif_erikson wrote:Regular goombas weren't programmed to take more than 1 hit
AKA they literally can't have more hits. It's not an idea in the game, thus no one can change how it works. Once something touches them, there's not an incrementing counter. Trigger death effect. Bye bye. See you later.
Sorry for swooping in like that Kil, I just thought that that could be confusing to new people as is.
leif_erikson wrote:Regular goombas weren't programmed to take more than 1 hit
AKA they literally can't have more hits. It's not an idea in the game, thus no one can change how it works. Once something touches them, there's not an incrementing counter. Trigger death effect. Bye bye. See you later.
Sorry for swooping in like that Kil, I just thought that that could be confusing to new people as is.
If you want to answer for me it'll just make it a lot easier for me
leif_erikson wrote:Regular goombas weren't programmed to take more than 1 hit
AKA they literally can't have more hits. It's not an idea in the game, thus no one can change how it works. Once something touches them, there's not an incrementing counter. Trigger death effect. Bye bye. See you later.
Sorry for swooping in like that Kil, I just thought that that could be confusing to new people as is.
Alright, so if I can't use LunaDll to help me out, isn't there a way to make it so when you kill ONE goomba, another one pops in right where he died, and if you remove the death animation for said goomba, it gives the effect of multiple hits? How would I do that?
Use events and layers. For 2 goombas, make 1 layer for the second goomba and make an event where you have to put put in toggle layers the layer of the second goomba. Repeat this thing for each new goomba you put. Hope I explained well this.
leif_erikson wrote:Regular goombas weren't programmed to take more than 1 hit
AKA they literally can't have more hits. It's not an idea in the game, thus no one can change how it works. Once something touches them, there's not an incrementing counter. Trigger death effect. Bye bye. See you later.
Sorry for swooping in like that Kil, I just thought that that could be confusing to new people as is.
Alright, so if I can't use LunaDll to help me out, isn't there a way to make it so when you kill ONE goomba, another one pops in right where he died, and if you remove the death animation for said goomba, it gives the effect of multiple hits? How would I do that?
Uh, You could use lua. IDK how to do it exactly, but it would be something like this:
Step 1: place second Goomba on a layer then mark it invisible
Step 2. Attach a regular Goomba to that layer
Step 3: upon first Goomba's death use an event to show second Goomba. It shows up right where the first one was.