Conditional branching should be possible through the scripting engine. Even LunaDLL, if it could read the number of stars, it can hide the wall.
I think the Lua Scripting Engine should start with most abilities from LunaDLL.
Wohl has the LunaDLL reference inside his server, I guess he can implement all from LunaDLL, because instead of a heavy hack in the engine (LunaDLL is inserted through heavy engine hacking), it's built-in and the editor can give "standard" variables, such as the number of stars, current powerup, x-axis and y-axis and built-in functions (layers, check whether a NPC is at a specific place, trigger autoscroll (in SMW, autoscroll is triggered by invisible NPCs)...) and even built-in types (class
NPC, class
Player, class
BGO...)
ImperatoreXx wrote:I am at the moment the suggestions from the community, I agree he hoped only in a deployment rpg for the story and a good game engine.
I didn't understand you.
I think
everything in the engine should be treated as a NPC. Even BGOs. It'll allow BGOs to be resized and even programmed. For example, the fence BGO, instead of the player recognizing the fence BGO, the fence BGO, even being a BGO, it'll be climbable like a vine NPC.
I also suggest the NPC codes:
climbable=[0,1]: if it is 1, the NPC is climbable. If it is 0, it isn't.
health=[number]: how many times the NPC should be hurt in order to be killed. For example, we can make the player have to stomp a Goomba 100 times in order to kill it or else make the player capable to One-Hit-KO Bowser.
I also think the "no" codes (nofireball, noyoshi) should work with 1 regardless of the NPC.
I think making each episode have its cheats instead of the engine itself it's a nice idea. It'll make cheating harder (you can only cheat if the episode maker wants) and can generate fun easter eggs.
Wohl, would you fix the buggy SMBX autoscroll by letting autoscroll everywhere?