Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
Holiday Hare '18 | SmokeNC | Single player | 8.9 |
#include "MLLE-Include-1.4.asc"
const bool MLLESetupSuccessful = MLLE::Setup();
#pragma require "hh18_level05-MLLE-Data-1.j2l"
#pragma require "hh18_level05.j2l"
#pragma require "Credits.j2t"
#pragma require "ld ice.j2t"
#pragma require "HH18E1.j2a"
#include "HH18Smoke.asc"
#include "IceKnight.asc"
#include "HH18savegems.asc"
/*
-Use POLARBEAR, PENGUINATOR,MECHABEAR on enemies who only only walk
such as demon, hatter, monkey (for mechabear), lizard, etc... I don't know if it works on other walking and non walking
enemies but you can test that for yourself.
-As for ICEDRAGON, The left input (OBJECT::DRAGONFLY) can be literally
any object. However I found that the right input (OBJECT::CRAB) aka
the dragon physical body, seems to work only on the crab, I dont
know if it works on other enemies. So it's recommended to keep it as crab
-Look up JCS on how to place the ICEDRAGON, it will automatically determine direction
depending on which side of the wall it's placed on. (the event which you
have to place is the left input, the DRAGONFLY in this case)
-In order for the SANTAGHOST to work properly, simply place a rapier in JCS
literally ANYWHERE in the level.
-All the other enemies work fine on every enemy.
-The rightmost input, which is 3 here for example, determines the HitPoints of the enemy.
However do not modify the hitpoints of the ICEDRAGON. Reminder that you can put jjDifficulty
with determining enemy Hitpoints, the values of jjDifficulty are:
0-easy
1-normal
2-hard
3-turbo (does anyone actually play that mode lol)
for example:
SMOKE::POLARBEAR(OBJECT::DEMON,2+jjDifficulty);
-The parameters for the snowman are the same parameters for the kangaroo (except for the rightmost input which is for HP)
credits for the snowman mainly go to violet, since I just modified the kangaroo behavior to make it slide.
*/
void onLevelLoad()
{
int extHealth = 0;
if(jjDifficulty > 1){extHealth = 1;}
SMOKE::PENGUINATOR(OBJECT::HATTER,3);
SMOKE::SANTAGHOST(OBJECT::FATCHICK,3);
SMOKE::POLARBEAR(OBJECT::DEMON,3);
SMOKE::SNOWMAN(OBJECT::STANDMONKEY, 0, 5, 6, 20, 100, 256,extHealth+2);
SMOKE::FROZENALIEN(OBJECT::CRAB,extHealth + 3);
SMOKE::ICEKNIGHT(OBJECT::MONKEY,50);
gem::restorePlayerGems();
uint src = jjAnimSets[ANIM::CUSTOM[255]].load(0, "SExmas.j2a");
uint dest = jjAnimSets[ANIM::PICKUPS];
for (int i = 0; i < 95; i++) {
const jjANIMATION@ anim = jjAnimations[src + i];
if (anim.frameCount != 0)
jjAnimations[dest + i] = anim;
}
jjAnimSets[ANIM::BRIDGE].load(1, "SExmas.j2a");
jjAnimSets[ANIM::CUSTOM[0]].load(2, "SExmas.j2a");
}
void onLevelReload()
{
gem::restorePlayerGems();
}
void onPlayerInput(jjPLAYER @play)
{
if(FreezeInput==true)
{
play.keyLeft = play.keyRight = play.keyDown = play.keyUp = play.keyRun = play.keyFire = play.keyJump = play.keySelect = false;
play.idle = 0;
}
}
bool onDrawLives(jjPLAYER@ play, jjCANVAS@ canvas) { return true; }
void onPlayer(jjPLAYER@ play) {
gem::trackPlayerGems(play);
gem::upgradeHealth(play);
}
void onMain() {
gem::deleteCollectedGems();
}
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