Mari0 SE Red Koopa Paratroopa Fix?

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Technochips
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Post » 12 Mar 2015, 16:14

Hello, i was searching a fix for the red koopa paratroopa on Mari0 Special Edition, but i didn't find it, someone can try to edit the game's files so they can finally "fly" like the original one?

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Tecminer
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Post » 12 Mar 2015, 18:05

I am sure they are flying the way they're intended to

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Sky
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Post » 12 Mar 2015, 18:08

Tecminer wrote:I am sure they are flying the way they're intended to
Actually, nonot nearly

Image

Here's the fixed version.

Image

Code: Select all

{	
	"quadcount": 2,
	
	"speedx": 0,

	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	
	"killsonsides": true,
	"killsonbottom": true,
	"notkilledfromblocksbelow": true,
	"nocollidestops": true,
	"portalable": false,

	"transforms": true,
	"transformsinto": "koopared",
	"transformtrigger": "stomp",
	"stompable": true,
	
	"movement": "flyvertical",
	
	"width": 0.75,
	"height": 0.75,
	"static": false,
	"active": true,
	"category": 5,
	
	"mask": [	true, 
				true, false, true, true, true,
				true, true, true, true, true,
				false, false, true, false, false,
				true, true, false, false, true,
				false, true, true, false, false,
				true, false, true, true, true],
				
	"emancipatecheck": true,
	"autodelete": true,
	
	"gravity": 0,
	
	"offsetx": 6,
	"offsety": 0,
	"quadcenterX": 8,
	"quadcenterY": 19
}
Anytime you make a mappack you can add it there. If you want it globally, make an enemies folder in mari0_se/ (outside of mappacks) and put it there. Just remember if you do the last one, add it to any mappacks you release publicly so that it's fixed for anyone who doesn't have it.

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Technochips
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Post » 12 Mar 2015, 19:44

WillWare wrote:

Code: Select all

{	
	"quadcount": 2,
	
	"speedx": 0,

	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	
	"killsonsides": true,
	"killsonbottom": true,
	"notkilledfromblocksbelow": true,
	"nocollidestops": true,
	"portalable": false,

	"transforms": true,
	"transformsinto": "koopared",
	"transformtrigger": "stomp",
	"stompable": true,
	
	"movement": "flyvertical",
	
	"width": 0.75,
	"height": 0.75,
	"static": false,
	"active": true,
	"category": 5,
	
	"mask": [	true, 
				true, false, true, true, true,
				true, true, true, true, true,
				false, false, true, false, false,
				true, true, false, false, true,
				false, true, true, false, false,
				true, false, true, true, true],
				
	"emancipatecheck": true,
	"autodelete": true,
	
	"gravity": 0,
	
	"offsetx": 6,
	"offsety": 0,
	"quadcenterX": 8,
	"quadcenterY": 19
}
Anytime you make a mappack you can add it there. If you want it globally, make an enemies folder in mari0_se/ (outside of mappacks) and put it there. Just remember if you do the last one, add it to any mappacks you release publicly so that it's fixed for anyone who doesn't have it.
Thanks, but they don't move, so i going to download alesan's new enemies.lua.

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Sky
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Post » 12 Mar 2015, 19:50

Oh, sorry! For some reason I thought you were using beta 9. Yes, you'll need the new enemy.lua for it to move.

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Technochips
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Post » 12 Mar 2015, 20:22

WillWare wrote:Oh, sorry! For some reason I thought you were using beta 9. Yes, you'll need the new enemy.lua for it to move.
Beta 9 ? Never heard of it.

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alesan99
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Post » 12 Mar 2015, 22:48

Beta 9 can be downloaded here: viewtopic.php?f=8&t=4634

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