Spinjump effect option?

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EXEcutor-The-Bat M
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Post #1by EXEcutor-The-Bat » 12 Aug 2019, 5:50

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.
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Post #2by NESTED ERNEST » 12 Aug 2019, 18:19

Just put the spinjump=0 option, add more life and put jumpDmg=1 or just put:

SpinJumpHurt = 1
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Post #3by EXEcutor-The-Bat » 12 Aug 2019, 20:14

NESTED ERNEST wrote: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=0, then spinjump will always be forced to 1. Same applies to if you make an NPC able to take damage from a spin jump, but not a normal jump.
If you need help with anything related to SMBX38A (that isn’t TeaScript) come ask me. I know quite a bit about how expanded NPC text codes and other stuff works.

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Post #4by NESTED ERNEST » 14 Aug 2019, 19:39

EXEcutor-The-Bat wrote:..., but not a normal jump.

You can also put more life to the npc and jumpDmg=1 and also in parallel execution you eliminate it in advance by script:

with npc(sysval(param1))
if .health=1 then
call nkill(sysval(param1),0,0,0,0,0,1,1)
end if

end with
Programming NPCs in SMBX-38A is fun:

ROCKMAN GIF IN SMBX 38A

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