Posts by EXEcutor-The-Bat

by EXEcutor-The-Bat
11 Sep 2019, 3:29
Forum: Super Mario Bros. X by 38A (SMBX-38A)
Topic: Screenshot Thread 38A
Replies: 131
Views: 11403

Re: Screenshot Thread 38A

Toy Bonnie wrote:
EXEcutor-The-Bat wrote:helo my friend metroid x is looking for mairo and theres these wiggly thigns too
What happened to your grammar???
That's the joke. :P
by EXEcutor-The-Bat
8 Sep 2019, 6:26
Forum: Bug reports
Topic: A few more bugs.
Replies: 0
Views: 304

A few more bugs.

I came across a new bug where trying to alter certain values (namely gfxwidth and gfxheight) of any custom effects doesn't keep changes when saving the world map file. There's also another bug where saving global/world map scripts only works if you save using the test world confirmation message, and...
by EXEcutor-The-Bat
5 Sep 2019, 13:50
Forum: Ideas & Suggestions
Topic: canfreezeplayer NPC flag and more
Replies: 6
Views: 331

Re: canfreezeplayer NPC flag and more

You are ensuring that "you can" through tcreateEX. -As of right now, the only method of calling global scripts through a level is by using TCreateEX. Also, the level script itself has to be called through an event as well. I want to be able to directly call the global script through NPC c...
by EXEcutor-The-Bat
4 Sep 2019, 21:46
Forum: Ideas & Suggestions
Topic: canfreezeplayer NPC flag and more
Replies: 6
Views: 331

Re: canfreezeplayer NPC flag and more

Does this work? https://i.postimg.cc/DyJMMvyf/fed.png I meant DIRECTLY call the global script. Not make another script that calls it. For that reason. Instead of putting the script in your global event and calling it with tcreateEX, just call it with exescript. I just tried this and it does works. ...
by EXEcutor-The-Bat
4 Sep 2019, 14:37
Forum: Ideas & Suggestions
Topic: canfreezeplayer NPC flag and more
Replies: 6
Views: 331

Re: canfreezeplayer NPC flag and more

NESTED ERNEST wrote:Does this work?
Image
I meant DIRECTLY call the global script. Not make another script that calls it.
by EXEcutor-The-Bat
28 Aug 2019, 0:41
Forum: Ideas & Suggestions
Topic: canfreezeplayer NPC flag and more
Replies: 6
Views: 331

canfreezeplayer NPC flag and more

I've got a few more suggestions. -An NPC flag would be available that if checked, can freeze the player upon contact, much like the enemy iceball. It would also be neat to see a canfreezenpc variant, too. -While I enjoy a more classic style ground pound without any special sprite rotations and all, ...
by EXEcutor-The-Bat
27 Aug 2019, 3:13
Forum: Super Mario Bros. X by 38A (SMBX-38A)
Topic: SMBX 38A exclusive cheat codes
Replies: 0
Views: 215
  • 1

SMBX 38A exclusive cheat codes

So although pretty much every cheat code from 1.3 is intact in the 38A version, aside from some minor changes to some due to removal of sprite masks or the like. However, there appear to be some other cheat codes that are in this version as well. If you find anymore, please make a reply with the che...
by EXEcutor-The-Bat
23 Aug 2019, 20:35
Forum: TeaScript
Topic: 1.4.5. NPC behavior values/ivals
Replies: 1
Views: 504
  • 1

1.4.5. NPC behavior values/ivals

I've been getting into TeaScript quite a bit, and SetaYoshi/Yoshi021 had introduced me to ivals. Ivals practically are values that determine an NPC's AI, from how long they attack for, when they attack, and how they attack, or even what state they're in. If there's an NPC in this list that doesn't s...
by EXEcutor-The-Bat
21 Aug 2019, 22:18
Forum: Bug reports
Topic: Some issues with global effects (fixed in patch 19)
Replies: 0
Views: 267

Some issues with global effects (fixed in patch 19)

First off, I'd like to mention that trying to filter custom objects in the object editor in a world map file doesn't work. When actually going to edit the objects, they appear as they would in the episode folder, as expected. Could you make it so we could filter custom objects in a world map file? T...
by EXEcutor-The-Bat
19 Aug 2019, 2:46
Forum: Ideas & Suggestions
Topic: Option to move layer to selected coordinates?
Replies: 2
Views: 323

Re: Option to move layer to selected coordinates?

What does it mean to move a layer to coordinates? Would it move all objects to that coordinate (for example; 0, 0)? Well, yeah, you know how when you create effects through events there's an option to manually select a coordinate for where the effect will spawn? I was thinking the coordinate thing ...
by EXEcutor-The-Bat
18 Aug 2019, 4:05
Forum: Bug reports
Topic: Some more Runtime Errors...
Replies: 0
Views: 231

Some more Runtime Errors...

I should've uploaded these much earlier, but I never really had a chance, as a result, I don't 100% remember how it actually triggered. Hopefully the debug info will be enough to fix the issue. However, since the first attachment had just happened to me a few hours ago, I can still remember how it t...
by EXEcutor-The-Bat
13 Aug 2019, 3:46
Forum: Super Mario Bros. X by 38A (SMBX-38A)
Topic: ON/OFF Switches
Replies: 2
Views: 342

Re: ON/OFF Switches

They do nothing from themselves. They just toggle between "on" and "off" blocks and play the "switch" sound effect. If you want them to do anything, you will have to use events/scripts. Actually, as of 1.4.5, you don't even need to use events or scripts in some cases, ...
by EXEcutor-The-Bat
12 Aug 2019, 20:14
Forum: Ideas & Suggestions
Topic: Spinjump effect option?
Replies: 3
Views: 269

Re: Spinjump effect option?

Just put the spinjump=0 option, add more life and put jumpDmg=1 or just put: SpinJumpHurt = 1 I still want the player to be able to spinjump on an NPC to damage it, as it wouldn't make sense for the player to damage an NPC through normals jumps but not spin jumps. Also, as of patch 17, if JumpHurt=...
by EXEcutor-The-Bat
12 Aug 2019, 17:45
Forum: Bug reports
Topic: Shell powerup of Peach and Toad (More information)
Replies: 5
Views: 363
  • 1

Re: Shell powerup of Peach and Toad (More information)

The shell isn't a powerup in SMB2. Besides, in the gifs you see the annoying thing about breaking blocks for toad and peach with shell's powerup, not to mention the fact that they cross the floors and get bugged. I meant shells as in the item. I know there's no shell power up in SMB2. There IS a sh...
by EXEcutor-The-Bat
12 Aug 2019, 5:50
Forum: Ideas & Suggestions
Topic: Spinjump effect option?
Replies: 3
Views: 269

Spinjump effect option?

There should be an option to choose whether or not an NPC destroyed by a spinjump leaves behind the spinjump effect or its normal effect. It would be nice to have this option, especially for bosses, as it feels wrong defeating a boss with a spinjump and they just use the regular spinjump effect.
by EXEcutor-The-Bat
12 Aug 2019, 5:44
Forum: Bug reports
Topic: Shell powerup of Peach and Toad (More information)
Replies: 5
Views: 363

Re: Shell powerup of Peach and Toad (More information)

Do you even know how shells work in SMB2? They don't change direction when hitting a wall.
by EXEcutor-The-Bat
10 Aug 2019, 2:24
Forum: Super Mario Bros. X by 38A (SMBX-38A)
Topic: Screenshot Thread 38A
Replies: 131
Views: 11403

Re: Screenshot Thread 38A

helo my friend metroid x is looking for mairo and theres these wiggly thigns too
by EXEcutor-The-Bat
10 Aug 2019, 2:21
Forum: Script requests
Topic: Request: SA-X from Metroid fusion
Replies: 1
Views: 418

Re: Request: SA-X from Metroid fusion

Sorry for the bump. Well, you're in luck. I'm almost done with a custom SA-X enemy script. However, I intentionally made it be able to be killed with hammers, akin to how the Plasma Beam could harm the SA-X in Fusion. Since the Plasma Beam can go through enemies and the player hammer can go through ...
by EXEcutor-The-Bat
8 Aug 2019, 23:16
Forum: Bug reports
Topic: (FIXED IN PATCH 17) Range and Angle HoldGenerator previews swapped
Replies: 0
Views: 324

(FIXED IN PATCH 17) Range and Angle HoldGenerator previews swapped

I'm not sure if anybody else has noticed this or not, but the HoldGenerator previews for Range and Angle are swapped in the NPC text code editor. What's even more confusing is that in game the Range and Angle values are actually whatever value you put in the editor. EDIT: This has been fixed in patc...
by EXEcutor-The-Bat
7 Aug 2019, 7:04
Forum: Ideas & Suggestions
Topic: Option to move layer to selected coordinates?
Replies: 2
Views: 323

Option to move layer to selected coordinates?

So when I was using the effects tab in Events, I noticed you could actually manually place where you want the effect to appear. It would be extremely useful to many if this was an option for moving layers from the movement tab, and could have huge potential for gimmicks, bosses, and similar objects....

Go to advanced search