Gun.Rugger
Smash Cadet
- Joined
- Jan 2, 2016
- Messages
- 26
I have a mod idea but I don't know where to start.
I would gladly pay someone/collaborate to make it happen, but I don't know if that's how things work around here. ¯\_(?)_/¯
The mod would require ASM coding, and I don't know how to do that.
Watch this video if you are not familiar with blast zone wrapping from 20xx: https://www.youtube.com/watch?v=FHSFxIkUEZI
The mod idea would be to use blast zone wrapping conditionally, depending on 2 things.
1. How many stocks you have lost
2. How many times have you wrapped since touching the ground (like double/multi jumping logic)
Your first stock would be normal behavior.
On your second stock, you have to wrap around once before you die.
3rd stock: wrap twice, and 4th stock: wrap 3 times.
5-7th stock would occur in teams, and would continue to increment.
Additionally, if you go through the left blastzone, and then the right one before touching the ground it should "cancel out".
Often times, when I explain this via text, I get a lot of confusion. To try and clear it up, I here is some pseudo code to express the idea logically. For the sake of simplicity, I'm just going to write it as if there was only one player.
Finally, because of the way that melee is built, players can't jump into the top blastzone. This would need to be changed if possible. To see what I mean, in 20xx, just turn on infinite jumping and try to jump through the top blastzone.
P.S. This is the biggest feature, but I have a small list of ideas that would go into this hack.
I would gladly pay someone/collaborate to make it happen, but I don't know if that's how things work around here. ¯\_(?)_/¯
The mod would require ASM coding, and I don't know how to do that.
Watch this video if you are not familiar with blast zone wrapping from 20xx: https://www.youtube.com/watch?v=FHSFxIkUEZI
The mod idea would be to use blast zone wrapping conditionally, depending on 2 things.
1. How many stocks you have lost
2. How many times have you wrapped since touching the ground (like double/multi jumping logic)
Your first stock would be normal behavior.
On your second stock, you have to wrap around once before you die.
3rd stock: wrap twice, and 4th stock: wrap 3 times.
5-7th stock would occur in teams, and would continue to increment.
Additionally, if you go through the left blastzone, and then the right one before touching the ground it should "cancel out".
Often times, when I explain this via text, I get a lot of confusion. To try and clear it up, I here is some pseudo code to express the idea logically. For the sake of simplicity, I'm just going to write it as if there was only one player.
Code:
#vars
stocksLost = 0
blastHor = 0
blastVer = 0
t=0
b=1
l=2
r=3
def touchBlastzone(blastZone) {
if blastZone in [l, r]:
if absoluteValue(blastHor) >= stocksLost:
die ();
if blastZone in [t, b]:
if absoluteValue(blastVer) >= stocksLost:
die ();
wrap (blastZone);
def die () {
#normal game blastzone logic goes here.
stocksLost += 1
blastHor = 0
blastVer = 0
}
def wrap (blastZone) {
#magic code that wraps blastzones like 20xx goes here.
switch (blastzone):
case (t): blastVer += 1; break;
case (b): blastVer -= 1; break;
case (l): blastHor += 1; break;
case (r): blastHor -= 1; break;
}
def land () {
#normal game logic resets your jumps, and some other vars.
blastHor = 0
blastVer = 0
}
#game loop
if player touches top blastzone:
touchBlastZone(t);
if player touches bottom blastzone:
touchBlastZone(b);
if player touches left blastzone:
touchBlastZone(l);
if player touches bottom blastzone:
touchBlastZone(r);
if player touches ground:
land();
P.S. This is the biggest feature, but I have a small list of ideas that would go into this hack.