char(1).wfire, char(1).tailspinning, char(1).tstatuetimer

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3color BombDX
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3color BombDX
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Post #1by 3color BombDX » 16 May 2020, 23:06

Char(1).wfire : if added, it will help a lot identifying if the player is shooting a projectile (with either Fire Flower, Ice Flower, Hammer Suit or Penguin Suit)
If the player is shooting a projectile, char(1).wfire= 1
otherwise if he/she isn't, char(1).wfire=0

char(1).tailspinning : with the raccon leaf or tanooki suit powerups, identify if whether the player is swinging his/her tail or not
if the player is tail swinging, char(1).tailspinning
otherwise if he/she isn't, char(1).tailspinning = 0

char(1).tstatuetimer : whenever you have the tanooki suit, it determines how many frames you can remain as a statue depending on the value, it remains 0 when not transformed into a statue.

These functions will be come in handy whenever we need to identify those instances instead of using keypress to simulate them (which is very complicated)
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NESTED ERNEST M
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Post #2by NESTED ERNEST » 19 May 2020, 7:00

Basically those first two properties are the same add those 2 powerups. This could be called an attacktimer or another name.

char(1).tstatuetimer : Why is there a t first?
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Post #3by Victor ManuelMR » 19 May 2020, 23:09

NESTED ERNEST wrote:Basically those first two properties are the same add those 2 powerups. This could be called an attacktimer or another name.

char(1).tstatuetimer : Why is there a t first?

Tstatuetimer > TanookiStatueTimer
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