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[SM5] - Mines Increasing The Combo Help

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Post #1 · Posted at 2019-07-06 07:50:37am 5.9 years ago

Offline PenTA_
PenTA_ Avatar Member
247 Posts
United States
Reg. 2016-12-23

Nintendo Network ID: Quan_comicz00
So the other day, I was messing around in a theme's metrics and found:

[Gameplay]
AvoidMineIncrementsCombo=false
ComboIsPerRow=false

Which awed me, because I've been trying to make mines (or shocks) count towards the combo for ages. So, I set both of these to true and to my surprise it worked! However, instead of treating a set of mines as 1 note, it treats each mine placed as 1 note, resulting in 4 combos added instead of 1. Any idea on how to make mines, no matter how many there are in a row, count as 1?

Post #2 · Posted at 2019-07-06 08:22:05am 5.9 years ago

Offline razorblade
razorblade Avatar Member
1,119 Posts
Not Set
Reg. 2011-03-01

It was possible in sm3.9+redux afaik. They aren't in sm5 anymore.

Post #3 · Posted at 2019-07-08 03:50:35pm 5.9 years ago

Offline PenTA_
PenTA_ Avatar Member
247 Posts
United States
Reg. 2016-12-23

Nintendo Network ID: Quan_comicz00
Sooo, I've encountered another issue, I've taken advice from Yusin's videos, which are to manually change a line of mines, to 1 mine and 3 fakes. While doing so, not only is the animation of the fakes not matching the mines, but if they're not on a 4th note, it shifts and crops, which I'm not going for lol. Any help on this?

Changed from 'tap note' to 'tap mine'
Quote
return Def.Sprite {
Texture=NOTESKIN:GetPath( '_down', 'tap mine' );
Frames = Sprite.LinearFrames( 16, 1 );
InitCommand=cmd(setstate,2);
DrawTapNoteMessageCommand=function(self,parent)
parent:spin();
end;
};

Rows of Fakes lying on 4ths, 16ths, and 8ths, for example
Quote
https://cdn.discordapp.com/attachments/360586311939391492/597816182233628695/unknown.png
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