Open the c0000.hks of the mod you want to merge with this mod in your favorite text editor.
Look for:------------------------------------------
-- Core: Functions
------------------------------------------
Add the following right above that:------------------------------------------
-- Solid Multi Jump
------------------------------------------
Solid_MultiJumpFrameCount = 0
Solid_MultiJumpCount = 0
Solid_MultiJumpDisableHold = 0
function SolidMultiJump()
if env(ActionDuration, ACTION_ARM_CHANGE_STYLE) > 0 then
Solid_MultiJumpDisableHold = Solid_MultiJumpDisableHold + 1
else
Solid_MultiJumpDisableHold = 0
end
if env(IsLanding) == FALSE and env(IsSummoningRide) == FALSE then
Solid_MultiJumpFrameCount = Solid_MultiJumpFrameCount + 1
if Solid_MultiJumpFrameCount > 10 and env(ActionDuration,
ACTION_ARM_CHANGE_STYLE) > 0 and Solid_MultiJumpCount < 4 and
Solid_MultiJumpDisableHold < 2 then
Solid_MultiJumpCount = Solid_MultiJumpCount +1
ExecSolidMultiJump()
end
end
if env(IsLanding) == TRUE then
Solid_MultiJumpFrameCount = 0
Solid_MultiJumpCount = 0
end
end
function ExecSolidMultiJump()
if env(GetStamina) <= 0 and env(Unknown700) == FALSE then
ResetRequest()
return FALSE
end
if env(GetSpEffectID, 102360) == FALSE then
AddStamina(STAMINA_REDUCE_JUMP)
end
SetWeightIndex()
-- Jump: Overweight
if GetVariable("EvasionWeightIndex") == EVASION_WEIGHT_INDEX_OVERWEIGHT and env(Unknown700) == FALSE then
local jumpangle = env(GetJumpAngle) * 0.009999999776482582
if jumpangle > -45 and jumpangle < 45 then
SetVariable("JumpOverweightIndex", 0)
elseif jumpangle >= 0 and jumpangle <= 100 then
SetVariable("JumpOverweightIndex", 3)
elseif jumpangle >= -100 and jumpangle <= 0 then
SetVariable("JumpOverweightIndex", 2)
else
SetVariable("JumpOverweightIndex", 1)
end
act(Unknown2025, env(Unknown404))
SetAIActionState()
ExecEventAllBody("W_Jump_Overweight")
return TRUE
end
local style = c_Style
if style == HAND_RIGHT then
SetVariable("JumpAttack_HandCondition", 0)
elseif style == HAND_RIGHT_BOTH then
SetVariable("JumpAttack_HandCondition", 1)
elseif style == HAND_LEFT_BOTH then
if GetEquipType(HAND_LEFT, WEAPON_CATEGORY_CROSSBOW) == TRUE then
SetVariable("JumpAttack_HandCondition", 4)
else
SetVariable("JumpAttack_HandCondition", 1)
end
end
SetVariable("JumpAttackForm", 0)
SetVariable("JumpUseMotion_Bool", false)
SetVariable("JumpMotion_Override", 0.009999999776482582)
SetVariable("JumpAttack_Land", 0)
SetVariable("SwingPose", 0)
IS_ATTACKED_JUMPMAGIC = FALSE
if GetVariable("IsEnableToggleDashTest") == 2 then
SetVariable("ToggleDash", 0)
end
local JumpMoveLevel = 0
if GetVariable("LocomotionState") == 1 and GetVariable("MoveSpeedIndex") == 2 then
JumpMoveLevel = 2
elseif GetVariable("MoveSpeedLevel") >= 0.6000000238418579 then
JumpMoveLevel = 1
end
-- Ironjar Aromatic
if env(GetSpEffectID, 503520) == TRUE then
JumpMoveLevel = 0
-- Unknown
elseif env(GetSpEffectID, 5520) == TRUE then
JumpMoveLevel = 0
-- Slug: Slow
elseif env(GetSpEffectID, 425) == TRUE then
JumpMoveLevel = 0
-- Sanguine Noble: Slow
elseif env(GetSpEffectID, 4101) == TRUE then
JumpMoveLevel = 0
-- Sanguine Noble: Slow
elseif env(GetSpEffectID, 4100) == TRUE then
JumpMoveLevel = 0
end
if JumpMoveLevel == 2 then
if env(Unknown700) == TRUE then
act(Unknown4001)
end
act(Unknown2025,env(Unknown404))
SetAIActionState()
ExecEvent("W_Jump_D")
return TRUE
elseif JumpMoveLevel == 1 then
if GetVariable("IsLockon") == FALSE and env(IsPrecisionShoot) == FALSE and env(IsCOMPlayer) == FALSE then
SetVariable("JumpDirection", 0)
SetVariable("JumpAngle", 0)
else
local jumpangle = env(GetJumpAngle) * 0.009999999776482582
local adjusted_jump_angle = nil
if jumpangle > -45 and jumpangle < 45 then
adjusted_jump_angle = jumpangle
SetVariable("JumpDirection", 0)
SetVariable("JumpAngle", 0)
elseif jumpangle >= 0 and jumpangle <= 100 then
adjusted_jump_angle = jumpangle - 90
SetVariable("JumpDirection", 3)
SetVariable("JumpAngle", 90)
elseif jumpangle >= -100 and jumpangle <= 0 then
adjusted_jump_angle = jumpangle + 90
SetVariable("JumpDirection", 2)
SetVariable("JumpAngle", -90)
else
adjusted_jump_angle = jumpangle - 180
SetVariable("JumpDirection", 1)
SetVariable("JumpAngle", 180)
end
if GetVariable("IsLockon") == true then
act(TurnToLockonTargetImmediately, adjusted_jump_angle)
else
act(Unknown2029, adjusted_jump_angle)
end
end
SetVariable("IsEnableDirectionJumpTAE", true)
if env(Unknown700) == TRUE then
act(Unknown4001)
end
act(Unknown2025,env(Unknown404))
SetAIActionState()
ExecEvent("W_Jump_F")
return TRUE
end
SetVariable("JumpReachSelector", 0)
if env(Unknown700) == TRUE then
act(Unknown4001)
end
act(Unknown2025,env(Unknown404))
SetAIActionState()
ExecEvent("W_Jump_N")
return TRUE
end
Now look for:-------------------------------
-- Main Update
-------------------------------
function Update()
GetConstVariable()
SetStyleSpecialEffect()
act(SwitchMotion, FALSE)
And add "SolidMultiJump()" like the example:-------------------------------
-- Main Update
-------------------------------
function Update()
GetConstVariable()
SetStyleSpecialEffect()
SolidMultiJump()
act(SwitchMotion, FALSE)
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