This is a database of AngelScript code snippets, which can be used for scripting Jazz Jackrabbit 2 levels using JJ2+. You can find out more about JJ2+'s AngelScript capabilities and syntax in the scripting readme.
|Raycasting renderer 1.0
|January 01, 2023 22:46
|This is a simple raycasting renderer. It takes the mask of the level and uses it to construct a 3D-like environment the player can navigate. It uses the same principle as e.g. Wolfenstein 3D or the Windows '3D maze' screensaver. Wall colours are determined by the tiles in the level. This works well for some tilesets, less so for others.
|Caterpillars that can face either direction 1.0
|October 02, 2022 20:29
|Caterpillars that can face right (and blow smoke rings to the right) as well as left. Open a level using this snippet in MLLE to automatically have the Direction parameter available in the editor.
|Onscreen minimap 1.0
|November 13, 2021 15:37
|Togglable level map on the centre of the screen.
|Help strings localized to Text events 1.0
|November 04, 2021 18:47
|Show a help string the entire time you're standing in front of a Text event, and stop showing it once you leave the event, instead of the normal behavior of displaying the string for a fixed period of time. This coexists with normal Text events: for the normal behavior, set the TextID event parameter to anything in the 0–15 range, and for this behavior, use 100–115.
|Realistic rain 5.0
|May 09, 2020 11:12
|Makes rain look more realistic in comparison with the standard "bubble rain" that comes packaged with JJ2+.
|Moving and Flying Springs 4.0
|March 06, 2020 17:15
|Moving and flying springs, like the ones in JJ1. For the moving spring, just use a regular spring event. (it will work as a red spring no matter what)
|December 22, 2019 00:16
|Class that lets you schedule a function to be called later on with just a single line. No need to keep track of the timer manually, it will call your function automatically when the time has elapsed. Instructions and examples are included.
|Momentum gain 4.0
|August 26, 2019 11:51
|This simple script changes the running mechanics. Instead of simply holding a button in order to achieve greater movement velocity, you now have to build up enough momentum in order to be able to run. This can be accomplished in two ways - either by holding a movement key for a long enough duration (two seconds to be exact), or by gaining speed via some kind of enabling feature, for example a horizontal spring or pole. You lose your momentum if you release the movement key, change direction or bump into something.
|Wall jump 1.0
|November 09, 2018 18:38
|Lets all rabbit players slide down walls and jump off of them, similar to the wall jump mechanics in Hollow Knight.
|Swinging Vines with a Sync parameter 1.0
|August 06, 2018 01:36
|Lets you add a Sync parameter to Swinging Vines in JCS.ini (or the MLLE equivalent), akin to the one on platforms and spike bolls, so that vines will reliably be at predictable positions relative to one another.
|Sugar rush indicator 4.0
|July 30, 2018 21:08
|This snippet allows you to know how much food you still have to eat for a Sugar Rush.
|No Buttstomp Bumpers 1.0
|June 13, 2018 21:01
|Removes the ability to buttstomp through pinball bumpers.
|Extendable Checkpoints 1.0
|April 03, 2018 18:58
|A simple wrapper for checkpoint objects that lets you save and restore additional information, e.g. the jjTriggers array. Optionally you may also have checkpoint objects be reusable, so if you use checkpoint A and then checkpoint B, checkpoint A will go back to being unused. This could be useful for less linear level design.
|December 11, 2017 03:33
|JJ2+ has the maskedHLine and maskedVLine functions (and their derivatives) but those are only useful if you're checking a straight line. This function takes two arbitrary points (x0, y0) and (x1, y1) as arguments and checks if any pixel on a straight line between them is masked.
|Relatively positioned textured background 1.0
|May 06, 2016 18:36
|Adjusts the fade position of a Tunnel or Warp Horizon textured background to reflect each player's distance from the center of the level. For example, a player in the top left corner will see the background fading away to the bottom right and a player in the dead center will see the background fading away right behind them. Options are provided to clamp the range/s of fade positions. Works with splitscreen.
|Resolution adapting backgrounds and 3 additional layers 1.0
|December 21, 2015 15:14
|A very messed up snippet teaching you how to adapt official backgrounds to your current screen resolution and get a total of 7 background layers instead of the usual 4
|Visual-only water 1.0
|April 19, 2015 21:31
|Draws water in the background of the level without causing any swimming, altered gravity, etc.
|Replace Jazz's animations 1.0
|April 13, 2015 22:32
|Loads a new set of animations from your custom .j2a file and replaces Jazz's animations with them. Works in either 1.23 or 1.24, and people using the opposite version of yours in an online server will still see your animations displayed correctly.
|Potion Effects 2.0
|April 13, 2015 12:10
|This is a really awesome script that gives you the ability to create your own potion effects! Hope you like it! :)
|Recharging Blaster Weapon like in JJ3D 2.0
|April 09, 2015 18:35
|It's just a simple recharging blaster weapon like in Jazz Jackrabbit 3D.
Eat your lima beans, Johnny.