Downloads containing VDom6.j2as

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Name Author Game Mode Rating
JJ2+ Only: violetclm DOM Episodes I... Violet CLM Custom / Concept N/A Download file

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  1. const bool MLLESetupSuccessful = MLLE::Setup(array<MLLEWeaponApply@> = {null, null, null, null, null, null, null, null, SmokeWopens::PhoenixGun::Wopen()}); ///@MLLE-Generated
  2. #include "MLLE-Include-1.5w.asc" ///@MLLE-Generated
  3. #pragma require "vdom.j2t" ///@MLLE-Generated
  4. #pragma require "VDom6.j2l" ///@MLLE-Generated
  5. #include "PhoenixGun.asc" ///@MLLE-Generated
  6. #pragma require "PhoenixGun.asc" ///@MLLE-Generated
  7. #pragma offer "VDom.txt"
  8.  
  9. ///@SaveAndRunArgs -dom -server
  10.  
  11. bool onDrawAmmo(jjPLAYER@ player, jjCANVAS@ canvas) {
  12.         return MLLE::WeaponHook.drawAmmo(player, canvas);
  13. }
  14.  
  15. void onLevelReload() { MLLE::Palette.apply(); }
  16. void onLevelLoad() {
  17.         jjObjectPresets[OBJECT::TUFBOSS].state = STATE::WALK;
  18.         jjObjectPresets[OBJECT::TUFBOSS].behavior = TufWrapper;
  19.         jjObjectPresets[OBJECT::BLASTERPOWERUP].behavior = BEHAVIOR::FISH;
  20.         jjObjectPresets[OBJECT::BLASTERPOWERUP].direction = SPRITE::FLIPHV;
  21.         jjObjectPresets[OBJECT::GUN9AMMO3].scriptedCollisions = true;
  22. }
  23. void onLevelBegin() {
  24.         jjWeapons[WEAPON::GUN9].allowedPowerup = true;
  25. }
  26.  
  27. void TufWrapper(jjOBJ@ obj) {
  28.         obj.energy = 100;
  29.         if (obj.state != STATE::WALK)
  30.                 obj.behave(BEHAVIOR::TUFBOSS);
  31.         else {
  32.                 bool playerInRange = false;
  33.                 for (int i = 0; i < jjLocalPlayerCount; ++i)
  34.                         if (abs(jjLocalPlayers[i].xPos - obj.xPos) < 380 && abs(jjLocalPlayers[i].yPos - obj.yPos) < 280) {
  35.                                 playerInRange = true;
  36.                                 break;
  37.                         }
  38.                 obj.behave(playerInRange ? BEHAVIOR::TUFBOSS : BEHAVIOR::WALKINGENEMY);
  39.         }
  40. }
  41.  
  42. void onFunction0(jjPLAYER@ player, uint8 warpID) {
  43.         if (player.warpID == 0) {
  44.                 player.hurt(1, true);
  45.                 player.xSpeed = player.xAcc = 0;
  46.                 if (player.health > 0) {
  47.                         player.direction = 1; //causing them to bounce back leftwards after the warp
  48.                         player.warpToID(warpID);
  49.                 }
  50.         }
  51. }
  52.  
  53. void onPlayer(jjPLAYER@ player) {
  54.         player.powerup[WEAPON::GUN9] = true;
  55.         if (player.yPos > jjWaterLevel)
  56.                 player.alreadyDoubleJumped = true;
  57. }