char(1).pulling ,char(1).walljumptimer and char(1).icetimer(done)

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Post #1by NESTED ERNEST » 18 Sep 2019, 5:48

char(1).pulling if the player has this image is 1, otherwise 0.
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char(1).walljumptimer (obviously also the player has the walljump activated) and is rubbing against the wall that it is a nonzero value, otherwise 0.
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Something to detect when the player is frozen, something like char(1).icetimer, if you understood.
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Last edited by NESTED ERNEST on 22 Sep 2019, 16:59, edited 4 times in total.
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Post #2by Eri7 » 18 Sep 2019, 8:11

Can we also get char(1).walljumpspeed so we can change the falling speed of the player while touching the wall?
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Post #3by NESTED ERNEST » 18 Sep 2019, 16:13

Eri7 wrote:Can we also get char(1).walljumpspeed so we can change the falling speed of the player while touching the wall?

I think with the condition:

if char(1).walljumptimer<>0 then
char(1).ysp=1
end if
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Post #4by Eri7 » 18 Sep 2019, 18:14

NESTED ERNEST wrote:
Eri7 wrote:Can we also get char(1).walljumpspeed so we can change the falling speed of the player while touching the wall?

I think with the condition:

if char(1).walljumptimer<>0 then
char(1).ysp=1
end if

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Post #5by Lx Xzit » 18 Sep 2019, 19:28

For the second one:

Code: Select all

do
   if sys(enablewalljump)
      if char(1).x = v(x) and char(1).ysp > 0 and ((char(1).facing = 0 and keypress(-11)) or (char(1).facing = 1 and keypress(-12)))
         v(walljumptimer) += 1
      else
         v(walljumptimer) = 0
      end if
   end if
   v(x) = char(1).x
   call sleep(1)
loop


I don't think a property for that is really needed
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Post #6by NESTED ERNEST » 18 Sep 2019, 23:43

One day I asked to HUGOMDM how that worked. The blocks may have the option so that a walljump cannot be made,

If 38A does an internal iteration and if it goes through an important evaluation, why not put it?(That's optimization) as the example I made of char(x).inwater, which now exists. :D
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