MCE’s (abbreviation of Multiple Combo Events) are special events that are created from the combination of three events: a Belt event, a Generator event, and an extra event used for the parameters. An MCE basically recreates an existing event, but it will use the closest match for sprites if the correct sprites were not loaded with the level. A good use for MCEs is to make events that do not normally work in multiplayer become usable in multiplayer. For example, an MCE can be used to make the Bird event work in Multiplayer.

How to Create the Classic MCE

Here is one of the earlier methods for creating an MCE:

1. Open up JCS and pick the level you want put an MCE in.
2. Find an area in the level where you want to have an MCE and Right Click and select (Select Event).
3. Select pulze light which can be found under (Environment—> Lighting—> Pulze light) and place it in the level.
4. Select blue spring which can be found under (Environment—> Springs—> Blue Spring), check the check box that says Generator and place it 3 spaces to the right of the pulze light.
5. Select Belt Left which can be found under (Gameplay—> Modifier—> Belt Left) and put 1 space below the blue spring.

You can also flip the MCE. To do this you put the blue spring with a generator 3 spaces to the left of the pulze light and put a Belt Right 1 space below the blue spring.

6. The final step is to pick a speed. To do this left click on the pulze light and select (Select Event) and type in the number of the speed in the box that says (Speed). If you chose flicker light or set light it will be (Sample). The speed is the number of the event which triggers the MCE.

How to Create the Modern MCE

First things first, the “MCE Event” is just event 255 modified in JCS.ini. What makes this event so useful is that it doesn’t leave any events behind like Pulze Light and ButtStomp Scenery do.

255=MCE Event |+|Area |MCE |Event |Event:8|Delay (secs):5

The regenerating event in an MCE works like this: from events 1-127, the event number corresponds to how far forward (relative to the direction of the belt event) in pixels the actual object’s sprite hotspot in JJ2 (which more or less results in moving the object) will appear and indicates where the parameter event should be placed. From events 128-255, it works in reverse with 128 as the farthest away from the belt and 255 the closest. So event 128 creates the actual event in JJ2 128 pixels in the opposite direction of the belt, but event 160 creates the actual event 96 pixels in the opposite direction. Therefore, it’s possible to make MCE’s only two tiles wide using appropiate generating events.

Unfortunately, regenerating events themselves have to be able to be seen in MP outside of MCE’s so that it can be usable in an MCE.

Events which may be used as regenerating ones

1-16: Cannot be used as the regenerating event because the MCE Event would have to be on the same tile, and it is commonly known that one event can be placed per tile in JCS.
17-48: Move the object one tile forwards. Using events 17, 18, 19, 21, 25, 26 and 27 for the regenerating event is disrecommended though, because once set to generate, the events will become SCE’s.
49-60: Move the object two tiles forwards.
81-112: Move the object three tiles forwards.
113-127: Move the object four tiles forwards.
128-144: Move the object four tiles backwards.
145-176: Move the object three tiles backwards.
177-208: Move the object two tiles backwards.
209-240: Move the object one tile backwards.
241-255: Cannot be used as the regenerating event.

See Also

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