Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
Stone Abyss | Bloody_Body | Single player | 9.6 |
int i;
jjPAL Boss;
bool final=false;
int a=0,b=0;
jjOBJ@ spawnedObject;
void onLevelLoad() {
jjObjectPresets[OBJECT::TUFBOSS].behavior = TUFBOSS1;
jjObjectPresets[OBJECT::TUFBOSS].points = 2000;
Boss.gradient(0, 0,0, 0, 0,0, 0, 10, 1.0);
Boss.gradient(255, 255,255, 255, 255,255, 10, 6, 1.0);
Boss.gradient(199, 255,0, 199, 255,0, 16, 1, 1.0);
Boss.gradient(143, 219,0, 0, 11,0, 17, 7, 1.0);
Boss.gradient(255, 0,0, 163, 0,0, 24, 4, 1.0);
Boss.gradient(135, 0,0, 11, 0,0, 28, 4, 1.0);
Boss.gradient(187, 227,255, 0, 139,255, 32, 4, 1.0);
Boss.gradient(0, 107,203, 0, 7,11, 36, 4, 1.0);
Boss.gradient(255, 255,0, 255, 199,0, 40, 2, 1.0);
Boss.gradient(255, 147,0, 255, 95,0, 42, 2, 1.0);
Boss.gradient(203, 55,0, 11, 0,0, 44, 4, 1.0);
Boss.gradient(251, 139,183, 239, 0,99, 48, 4, 1.0);
Boss.gradient(191, 0,71, 55, 0,19, 52, 4, 1.0);
Boss.gradient(220, 165,113, 154, 129,100, 56, 3, 1.0);
Boss.gradient(219, 195,0, 11, 7,0, 59, 5, 1.0);
Boss.gradient(255, 243,211, 255, 243,211, 64, 1, 1.0);
Boss.gradient(219, 207,175, 11, 7,7, 65, 7, 1.0);
Boss.gradient(211, 231,255, 211, 231,255, 72, 1, 1.0);
Boss.gradient(171, 195,219, 107, 127,155, 73, 3, 1.0);
Boss.gradient(75, 95,119, 7, 7,11, 76, 4, 1.0);
Boss.gradient(0, 255,195, 0, 11,7, 80, 8, 1.0);
Boss.gradient(231, 119,255, 11, 0,7, 88, 8, 1.0);
Boss.gradient(250, 0,22, 15, 0,1, 96, 7, 1.0);
Boss.gradient(0, 160,200, 0, 16,20, 103, 6, 1.0);
Boss.gradient(250, 200,0, 140, 0,0, 109, 7, 1.0);
Boss.gradient(150, 0,170, 6, 0,10, 116, 7, 1.0);
Boss.gradient(180, 220,150, 10, 15,5, 123, 4, 1.0);
Boss.gradient(240, 230,220, 240, 230,220, 127, 1, 1.0);
Boss.gradient(220, 185,160, 15, 10,0, 128, 6, 1.0);
//Boss.gradient(70, 20,10, 70, 20,10, 134, 7, 1.0);
Boss.gradient(0, 255,230, 0, 70,40, 141, 6, 1.0);
Boss.gradient(205, 145, 70, 192, 87, 53, 148, 3, 1.0);
Boss.gradient(184, 60, 46, 146, 5, 18, 151, 5, 1.0);
Boss.gradient(138, 0, 4, 0, 0, 0, 156, 8, 1.0);
Boss.gradient(255, 160, 27, 140, 90, 0, 164, 4, 1.0);
Boss.gradient(125, 75, 0, 20, 10, 0, 168, 4, 1.0);
Boss.gradient(120, 104, 48, 0, 0, 0, 172, 8, 1.0);
Boss.gradient(80, 50, 70, 30, 20, 40, 180, 6, 1.0);//bg columns
Boss.gradient(20, 10, 30, 0, 0, 5, 186, 10, 1.0);//bg columns
Boss.gradient(100, 0, 0, 0, 0, 0, 196, 26, 1.0);
Boss.gradient(70, 0, 0, 70, 0, 0, 212, 2, 1.0);
}
const string MUSICFILENAME = "castle.j2b";
void onLevelReload() {
b=0;
final=false;
jjMusicLoad(MUSICFILENAME);
jjPalette.reset();
}
void onMain(){
if (b<=99 && final && (jjGameTicks & 20) == 0) {
b++;
jjPalette.reset();
jjPalette.copyFrom(
1,
254,
1,
Boss,
b/100.0
);
jjPalette.apply();
}
else if (b==99) {
Boss.apply();
}
}
void TUFBOSS1 (jjOBJ@ boss) {
jjPLAYER@ play = jjLocalPlayers[0];
if (boss.energy>0)
{boss.behave(BEHAVIOR::TUFBOSS);}
else
{
a++;
if (a==3)
{@spawnedObject = jjObjects[jjAddObject(OBJECT::BOUNCEONCE, boss.xPos, boss.yPos)];
spawnedObject.determineCurAnim(ANIM::TUFBOSS, 2);
jjSample(boss.xPos, boss.yPos, SOUND::MENUSOUNDS_SELECT0);}
else if (a==200)
{jjEventSet(play.xPos / 32, play.yPos / 32, AREA::EOL);}
}
}
void onFunction1(jjPLAYER@ play) {
final=true;
//play.boss=jjAddObject(OBJECT::QUEEN, 197*32, 60*32);
jjLocalPlayers[i].lighting = 70;
}
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