| Name | Author | Game Mode | Rating | |||||
|---|---|---|---|---|---|---|---|---|
| Tropical Turmoil (Boss... | jjturbo9 | Single player | 5 | |||||
const bool MLLESetupSuccessful = MLLE::Setup(array<MLLEWeaponApply@> = {BubbleGun::Weapon(), null, null, null, null, null, null, null, null}); ///@MLLE-Generated
#include "MLLE-Include-1.8w.asc" ///@MLLE-Generated
#pragma require "Tropical Turmoil.j2l" ///@MLLE-Generated
#include "BubbleGun.asc" ///@MLLE-Generated
#pragma require "BubbleGun.asc" ///@MLLE-Generated
#pragma require "Beach.s3m"
bool onDrawAmmo(jjPLAYER@ player, jjCANVAS@ canvas) {
return MLLE::WeaponHook.drawAmmo(player, canvas);
}
void onLevelBegin() {
p.lives = 1;
jjPLAYER@ player = jjLocalPlayers[0];
if (!player.bossActivated) {
player.activateBoss();
}
jjPLAYER@ FastFiredUp = jjLocalPlayers[0];
if (jjDifficulty == 0){
FastFiredUp.fastfire = 9; // change 6 into 1 for fastest gun in the WildWest, now default max (from collecting FastFire items)
}
if (jjDifficulty == 1){
FastFiredUp.fastfire = 30; // change 6 into 1 for fastest gun in the WildWest, now default max (from collecting FastFire items)
}
if (jjDifficulty == 2){
FastFiredUp.fastfire = 30; // change 6 into 1 for fastest gun in the WildWest, now default max (from collecting FastFire items)
}
if (jjDifficulty == 3){
FastFiredUp.fastfire = 30; // change 6 into 1 for fastest gun in the WildWest, now default max (from collecting FastFire items)
}
for (int i = 1; i <= 9; i++) {
jjWeapons[i].allowed = false;
jjWeapons[i].allowedPowerup = false;
FastFiredUp.ammo[i] = 0;
FastFiredUp.powerup[i] = true;
}
}
void onLevelLoad() {
jjObjectPresets[OBJECT::UTERUS].energy = 127;
// Optional: spikeball or attack tweaks
jjObjectPresets[OBJECT::UTERUSSPIKEBALL].energy = 20;
/* if (jjMusicLoad("Beach.s3m"))
{
jjMusicPlay();
} */
}
bool nextLevelTriggered = false;
int deathTimer = 0;
const int DEATH_DELAY = 10; // ~1 second (70 ticks)
void onMain()
{
// Start timer when lives reach zero
if (p.lives <= 0 && !nextLevelTriggered)
{
deathTimer++;
if (deathTimer >= DEATH_DELAY)
{
nextLevelTriggered = true;
jjNxt("Tropical Turmoil Options.j2l", true, true);
}
}
// Difficulty-based music tempo
if (jjDifficulty == 0)
jjSetModTempo(135);
else if (jjDifficulty == 1)
jjSetModTempo(145);
else if (jjDifficulty == 2)
jjSetModTempo(155);
else if (jjDifficulty == 3)
jjSetModTempo(165);
}
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