| Name | Author | Game Mode | Rating | |||||
|---|---|---|---|---|---|---|---|---|
| King's Peak | FireSworD | Battle | N/A | |||||
const bool MLLESetupSuccessful = MLLE::Setup(array<MLLEWeaponApply@> = {null, null, null, null, null, null, SpikeBomb::Weapon(), se::FireworkMLLEWrapper(), null}); ///@MLLE-Generated
#include "MLLE-Include-1.8w.asc" ///@MLLE-Generated
#pragma require "hjkp-MLLE-Data-1.j2l" ///@MLLE-Generated
#pragma require "PalmtreePlazaEvening.j2t" ///@MLLE-Generated
#pragma require "Xmas1.j2t" ///@MLLE-Generated
#pragma require "DiambKarstV2.j2t" ///@MLLE-Generated
#pragma require "cloudpiece.j2t" ///@MLLE-Generated
#pragma require "Clouds.j2t" ///@MLLE-Generated
#pragma require "Above the Clouds.j2t" ///@MLLE-Generated
#pragma require "JungUlt-Eve.j2t" ///@MLLE-Generated
#pragma require "hjkp.j2l" ///@MLLE-Generated
#include "SEfirework-mlle.asc" ///@MLLE-Generated
#pragma require "SEfirework-mlle.asc" ///@MLLE-Generated
#include "SpikeBomb.asc" ///@MLLE-Generated
#pragma require "SpikeBomb.asc" ///@MLLE-Generated
void onLevelReload() {
MLLE::ReapplyPalette();
}
bool onDrawAmmo(jjPLAYER@ player, jjCANVAS@ canvas) {
return MLLE::WeaponHook.drawAmmo(player, canvas);
}
void onLevelLoad() {
for (int i = 1; i < 255; i++) {
if (jjObjectPresets[i].playerHandling == HANDLING::PICKUP) {
jjObjectPresets[i].behavior = CannotBeShotDown;
}
}
}
void CannotBeShotDown(jjOBJ@ obj) {
obj.behave(BEHAVIOR::PICKUP);
if (obj.state == STATE::FLOATFALL) obj.state = STATE::FLOAT;
}
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