Lock enemies in placeUsing a loop with no sleep functions to constantly set an enemy's x and y coords to relative 0 will lock it in place. This is because relative move item moves the enemy back to its start position before moving it. This is useful for invisible enemy hitboxes that are not contained in a walled box.
Here's an example with a moonwalking swordsman and a static Shadow Creature.
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25x25~.550aa75~~~~0;144;664;1;0;0~6;112;608;64;64;0;1;activate,lockEnemies|71:knight1;304;712;0;;1;1;6;|66:shadowcreature1;432;592;0;;1;1;4;|6:lockEnemies;0;800;16;16;0;1;move,knight1,0,0,0,0:move,shadowcreature1,0,0,0,0:goto,0~Locked%20enemies~AwesomeJRFD~1~1;0;0~1~0;0~0;0;3~1389763771~0.4
Respawning enemiesMoving an enemy far enough away from the player for it to respawn onDeath, than a delay of 2 or more frames, and back to its original place again, will make it respawn when it dies. This is useful for when you want to have invisible enemy hitboxes that last forever. I have some other uses too, those are secret for now. :3
Here are some examples:
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150x50~.7050aa450~~~~0;144;1464;1;0;0~50;272;1504;0;;1;1;2;move,this,0,0,1,0:sleep,2:move,this,272,1504,1,0|55;400;1504;0;;1;1;3;move,this,0,0,1,0:sleep,2:move,this,400,1504,1,0|74;528;1504;0;;1;1;5;move,this,0,0,1,0:sleep,2:move,this,528,1504,1,0|58;656;1504;0;;1;1;3;move,this,0,0,1,0:sleep,2:move,this,656,1504,1,0|71;784;1504;0;;1;1;6;move,this,0,0,1,0:sleep,2:move,this,784,1504,1,0~Respawning%20enemies~AwesomeJRFD~1~1;0;0~1~0;0~0;0;3~1389763041~0.4
I have a lot more tricks and stuff that I used in my L³DC entry, like custom backgrounds and 3D perspective. I'll post them here after the judging is complete.