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  1. #1
    mezamog's Avatar
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    Lightbulb A mod for Mod selector

    I recently went into the deadwater Docks Dungeon and I noticed that the Deadwater is similar to lava so I was thinking that someone could make a mod where it blocks you from going into the deadwater just like lava walls. People would be able to put it into Mod Selector which would be great. The Idea is up for grabs!


  2. #2
    infern000's Avatar
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    i dont know if the bombs that they drop and make a puddle on the ground isnt of the same type...and if ur unlucky they are on a narrow pathway and u cant get past it

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  4. #3
    Zasx's Avatar
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    Just look in .bin (12?) for the tile name, then put it in the lava wall's code.
    "First get me some porn accounts"
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  5. #4
    JustAnoobROTMG's Avatar
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    Quote Originally Posted by mezamog View Post
    I recently went into the deadwater Docks Dungeon and I noticed that the Deadwater is similar to lava so I was thinking that someone could make a mod where it blocks you from going into the deadwater just like lava walls. People would be able to put it into Mod Selector which would be great. The Idea is up for grabs!
    Was thinking about that. Unfortunately, i need to pot a char to test it by myself ;p
    Due to a recent DMCA takedown attempt we had to remove Faintmako brain. Please do not paid attention to what he say or do.


  6. #5
    cehrenr's Avatar
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    Quote Originally Posted by JustAnoobROTMG View Post
    Was thinking about that. Unfortunately, i need to pot a char to test it by myself ;p
    No need to test, its already in my client. Relevant code:

    Code:
          getlocal3
          getproperty        QName(PackageNamespace(""), "props_")        
          getproperty        QName(PackageNamespace(""), "id_")      
          pushstring         "Evil Water"  
          callproperty       QName(Namespace("https://adobe.com/AS3/2006/builtin"), "search"), 1
          pushint            -1
          ifeq               END
    Works fine as long as you have the mousedown for no-clip and/or what you did for V2 of Lava Walls so you can still walk over complete covered pathways. Very useful 'cause that shit hurts in that dungeon.

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    059 (12-28-2013),JustAnoobROTMG (12-28-2013),mezamog (12-28-2013)

  8. #6
    mezamog's Avatar
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    Quote Originally Posted by cehrenr View Post
    No need to test, its already in my client. Relevant code:

    Code:
          getlocal3
          getproperty        QName(PackageNamespace(""), "props_")        
          getproperty        QName(PackageNamespace(""), "id_")      
          pushstring         "Evil Water"  
          callproperty       QName(Namespace("https://adobe.com/AS3/2006/builtin"), "search"), 1
          pushint            -1
          ifeq               END
    Works fine as long as you have the mousedown for no-clip and/or what you did for V2 of Lava Walls so you can still walk over complete covered pathways. Very useful 'cause that shit hurts in that dungeon.
    Good job and thanks for making this!


  9. #7
    Owlupus's Avatar
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    Quote Originally Posted by Zasx View Post
    Just look in .bin (12?) for the tile name, then put it in the lava wall's code.
    Bin 27 and you can add in the </NoWalk> tag in order to do it.

  10. #8
    Zasx's Avatar
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    Quote Originally Posted by Owlupus View Post
    Bin 27 and you can add in the </NoWalk> tag in order to do it.
    Yeah, but then you are fucked if the passage is blocked, sorta the same story of lava walls. Just use cehrner solution.

    Also, last build's tile properties were in .bin 10 or 12, did they change it?
    "First get me some porn accounts"
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