Posts by rotom407

by rotom407
13 Sep 2016, 8:04
Forum: SMBX-38A Bug reports
Topic: Graphic problems at testing level using comand lines
Replies: 2
Views: 593

Re: Graphic problems at testing level using comand lines

Does this happen every time you start the level? If so, uploading the glitched level may help.
by rotom407
19 Aug 2016, 11:20
Forum: TeaScript
Topic: [Solved] Apply a script to all NPCs in the level
Replies: 5
Views: 1047

Re: [Solved] Apply a script to all NPCs in the level

Here is a somewhat inefficient solution that may cause the frame rate to drop if your script is complex or too many NPCs are on the screen. (executed when the level starts, needs a variable to work) Do For v(a)=1 to sysval(NCount) With NPC(v(a)) If .x>sysval(Player1scrX)-100 And .x<sysval(Player1scr...
by rotom407
28 Jul 2016, 6:48
Forum: SMBX-38A Bug reports
Topic: Event condition Messed.
Replies: 3
Views: 671

Re: Event condition Messed.

Changing the value of variables via scripts won't trigger these events. (changing them with events will do)
This is intended due to performance issues.
by rotom407
17 Jul 2016, 10:02
Forum: TeaScript
Topic: Is there a way to know if the player is mounting Yoshi?
Replies: 5
Views: 1230

Re: Is there a way to know if the player is mounting Yoshi?

I did some experiments. itemslot= less than -20:Makes the player invisible -20:Coin Box -19:Cannon Box -18:Propeller Box -17:Spiny Mask -16:Goomba Mask -15:Buzzy Beetle Mask -14:Empty Mask (Placeholder?) -13:Rocket F.L.U.D.D. -12:Turbo F.L.U.D.D. -11:Hover F.L.U.D.D. -10:Makes the player invisible -...
by rotom407
10 Jul 2016, 3:36
Forum: TeaScript
Topic: Detecting key.
Replies: 3
Views: 759

Re: Detecting key.

As far as I know, even if the hidden code could detect if a key is pressed, I doubt whether there is another hidden variable standing for the key mappings of the players.
by rotom407
9 Jul 2016, 14:21
Forum: TeaScript
Topic: "NPC - Death" and sysval(Param1)
Replies: 7
Views: 1273

Re: "NPC - Death" and sysval(Param1)

It seems that 38a forgot to implement this feature for auto-run events.
by rotom407
9 Jul 2016, 14:13
Forum: Script submission
Topic: [Tea-Script] SMB3 Power-up System
Replies: 17
Views: 5652

Re: [Tea-Script] SMB3 Power-up System

Let's make it even simpler. It's getting tricky now...
(executed when the player gets hurt)

Code: Select all

If char(1).Status > 2 Then
 Do
  If char(1).Status <= 2 Then
   char(1).Status = 2
   Exit Do
  End If
  Call sleep(1)
 Loop
End If
by rotom407
8 Jul 2016, 8:22
Forum: TeaScript
Topic: [Tea-script]Dynamic Rain.
Replies: 5
Views: 2646

Re: [Tea-script]Dynamic Rain.

Looks perfect, but I'm a bit worried about the framerate, as too many NPCs may result in laggy gameplay. FXCreate is an alternative choice, but effects is not as customable as NPCs.
by rotom407
5 Jul 2016, 16:52
Forum: TeaScript
Topic: [Solved] Force the player to take a status
Replies: 8
Views: 1492

Re: [Solved] Force the player to take a status

DaveDaCat101 wrote:It doesn't work when I tried it... it just puts me at Mario. :comando:
This is what the script meant to do. It lacks something to be a complete SMB3 power-up system. :)
by rotom407
5 Jul 2016, 14:01
Forum: TeaScript
Topic: [Solved] Force the player to take a status
Replies: 8
Views: 1492

Re: [Solved] Force the player to take a status

When players get hurt, there is an animation shown (switching between states), which causes Char(1).Status switching between two values quickly. Therefore, the following script trying to lock the player's state won't work. (executes when the player gets hurt) Char(1).Status=2 This one works because ...
by rotom407
5 Jul 2016, 9:20
Forum: Super Mario Bros. X by 38A (SMBX-38A)
Topic: Font Request for HUDs/Text
Replies: 2
Views: 1134

Re: Font Request for HUDs/Text

I made it.
And the txt file:

Code: Select all

frames=1
gfxwidth=16
gfxheight=30
width=16
height=30
by rotom407
4 Jul 2016, 15:58
Forum: Super Mario Bros. X by 38A (SMBX-38A)
Topic: NSMBW Pipes that push you away (in underwater levels)
Replies: 3
Views: 1024

Re: NSMBW Pipes that push you away (in underwater levels)

DaveDaCat101 wrote:One question though, do you have to have the push blocks for it to work?
They are NPCs with scripts pushing players and generating bubbles, so they are essential.
You can replace their GFX with totally transparent ones so they won't show up in your level.
by rotom407
4 Jul 2016, 9:42
Forum: Super Mario Bros. X by 38A (SMBX-38A)
Topic: NSMBW Pipes that push you away (in underwater levels)
Replies: 3
Views: 1024

Re: NSMBW Pipes that push you away (in underwater levels)

Use FXCreate to create effects. However, certain kinds of effects created by this way are glitched (for example, effect-113), as they are specially coded.
I made an example level for this.
by rotom407
4 Jul 2016, 5:13
Forum: Ideas & Suggestions
Topic: SMB3 Power-up System
Replies: 9
Views: 1990

Re: SMB3 Power-up System

This might be able to be done in vanilla SMBX 1.4.2 (which I was thinking about not too long ago actually, lol) with some scripting involved. I think this could be done, as there is a way to run a script when the player gets hit, but I'm still wondering whether there is a variable standing for the ...
by rotom407
30 Jun 2016, 4:36
Forum: TeaScript
Topic: How to use str(name) ?
Replies: 2
Views: 715

Re: How to use str(name) ?

When you click the "add" button in the "variables" window, two variables are actually created: a numeric variable and a string variable. The two variables share the same name. To use the numeric variable named "D", v(D) and val(D) are both OK. To represent the string va...

Go to advanced search