`Condition1 = UfoAttackMethod [type]`
- "smash a UFO Catcher using only [type]"
- Combine with `Prefix_SealedStar` or `Prefix_IsMap [special stage stage]`
- Shows up as "???"
- Types supported:
- `Boost` - "boost power" (sneakers)
- `Whip` - "Insta-Whip"
- `Banana` - "Bananas"
- `Orbinaut`- "Orbinauts"
- `Jawz` - "Jawz"
- `SPB` - "Self Propelled Bombs"
- Other types could be added on request, these were just the easy ones
In addition, the prototype for P_MobjWasRemoved was moved to `p_mobj.h`.
It's EXTREMELY important that we're able to safely check mobj pointers anywhere a mobj_t is possible to observe, without including the full `p_local.h`...
A series of 100 booleans on the roundconditions struct, one per possible lap.
Allows for a full suite of track hazard touching conditions - see the following examples.
- `Condition1 = Prefix_IsMap RR_MOTOBUGMOTORWAY
- `Condition1 = TrackHazard No`
- `Condition1 = IsMap RR_MOTOBUGMOTORWAY`
- "MOTOBUG MOTORWAY: Don't touch any track hazard"
- `Condition1 = Prefix_GrandPrix`
- `Condition1 = IsMap RR_HARDBOILEDSTADIUM`
- `Condition1 = TrackHazard Yes`
- `Condition1 = And`
- `Condition1 = FinishPlace 1`
- "GRAND PRIX: On HARD-BOILED STADIUM, touch a track hazard every lap & finish in 1st"
- `Condition1 = Prefix IsMap RR_DEATHEGG`
- `Condition1 = Trackhazard No 8`
- "DEATH EGG ZONE: Don't touch any track hazard on lap 8"
- `Condition1 = Prefix_IsMap RR_SPEEDHIGHWAY
- `Condition1 = TrackHazard No Final`
- "SPEED HIGHWAY: Don't touch any track hazard on the final lap"
- Change the phrasing from "activate the ancient shrine" to "play a melody for the ancient shrine in"
- Add ~~Morbius~~ Mystic Melody Orb decorations
- A_FireShrink has been fixed to use mapobjectscale (and prevent dividing by 0)
- `UnlockPercent 40 AltMusic` - "Get 40% of alternate music"
- `UnlockPercent 1 Color` - "Get 1% of Spray Cans"
- `UnlockPercent 20 Map` - "Get 20% of Courses"
- `UnlockPercent 55 Cup` - "Get 55% of Cups"
- `UnlockPercent 100` - "Get 100% completion"
- Provide a percentage and, optionally, an Unlockable type
- This only works for Unlockable Types where there are expected to be more than one per board
- Initial launch
- Spin faster
- Spawn closer to the center of the Prison Egg
- Pickup animation
- Inspired by those star panels you had to use Flight Formation's Rocket Shoot into in Heroes
- Semibright under regular conditions
- "DescriptionOverride" (new!)
- Provide a full description in place of the params and this will be used
- Any conditions that are before it will not be wiped, so you can prefix it if you need to
- Can be used with any other set of Conditions
- `Condition1 = DescriptionOverride Complete the sentence: "ring racers (???)"`
- "Password"
- Now supports passwords that contain spaces
- `Condition1 = Password race as a ring!`
- "WetPlayer"
- Now supports liquids that contain spaces
- HOWEVER, it comes with the following caveats as part of the change:
- The strictness level must be provided first.
- You can't leave the strictness out. The previous default behaviour now requires STANDARD to be explicitly written.
- `Condition1 = WetPlayer Standard Mega Mack` can be used, now.
Gamedata minor version was updated again.
(God this was a weirdly big amount of work and it's not even polished.)
- Condition1 = PrisonEggCD [Level that has to be unlocked]
- Approximately every 30 Prison Eggs destroyed, you get a shot at a Prison Egg Drop.
- The only Prison Egg Drop implemented right now is an Alt Music CD.
- Your [Wild Prize] is guaranteed to be selected only from conditions associated with levels that are unlocked!
- Only spawns in Grand Prix Bonus Rounds, for netsync and game design.
- The number is fuzzed. If you start the level with 0 Prison Eggs to destroy, it selects a random number of Prisons in the level to bust.
- If you miss the pickup (such as into a deathpit), you'll get another shot in the immediate next Bonus Round you play.
Also:
- The number of Chao Keys you start your gamedata with is now part of the header file, not buried in the wiping function.
- Removed the ACTUAL last object definition vestiges of the Emerald Hunt gamemode.
Was messing around with part-duplicating this code for Prison Egg CDs, and realised a corruption/overwriting bug if you had more freebie Spray Cans than the standard ones.
- POSITION!! music and the standard course track is always visible.
- Alt Music is hidden behind the relevant SECRET_ALTMUSIC.
- Associated music requires you to beat the level to listen.
Determining whether a map or cup is unlocked or not is now linear-time.
- Attempted to cache SECRET_SKIN et al as well, but skins are loaded after unlocks... oh well.
- Was staring down the barrel of a triple-nested loop for implementing SECRET_ALTMUSIC, so did this first to set good precedent.
- Map object num was incorrectly copypasted onto the Dead Line Ring Vaccuum as well
- Was getting destroyed instantly because its first spawnpoint is a deathpit. Now it only kills itself when it lands on a deathpit, not if it started on one
- Use destscale instead of scaling every frame
- Reduce duplicate P_IsObjectOnGround calls
- Now has its own state
- If a follower with the specific Mystic Melody sound effect (DSMELODY) is used on the Shrine by a local player...
- Activates the shrine after two seconds!
- This is clientside only.
- Stores on the mapheaderinfo's mapvisited record
- Players will glance at Ancient Shrines near/behind them.
- Look back at these Shrines to activate your follower's horn!
- Currently, this even works if horns are turned off, as a sort of tutorial.
- TODO: A special horn will be able to activate them...
Previously, there was a permanent exception for Eggrobo (the default bot skin).
Now that exception is generalised for the specific skin the bot is being assigned, which we assume is intentful and correct.
In addition, the randomclass PR_BOTS now controls K_RetireBots as well, matching the other two random calls done for bot skins.