Releases: Medacorp/Luigi-s-Mansion
Releases · Medacorp/Luigi-s-Mansion
Release 3 update 2
- Updated to 1.21.4
- Added different blinking speeds to the Game Boy Horror radar
- Added new Luigi expressions
- Added new unused poison mushroom variant
- Added opening and leaving the lab cutscenes
- Added crows for the opening cutscene
- Changed Game Boy Horror to shows the direction of nearby ghosts when on the clock screen (the one seen in the E3 Demo add-on)
- Changed Game Boy Horror model and textures slightly (model is now composite models, and no longer at absurd scale)
- Changed item entities that are about to despawn to blink
- Changed item despawn timer to match original game
- Changed haunted objects', and hide and seek box variants' names
- Changed alt Luigi hat texture to have a rotated L
- Changed items that change states to not move up/down upon state change
- Changed Chauncey's hitbox in relation to the shot balls
- Changed how loaded mansion exterior is handled
- Changed 3DS Remake trophy to actual furniture; stand now had a model
- Fixed pulling ghosts doesn't ensure they stay within vacuuming range
- Fixed gallery detection is too short
- Fixed merging Boolossus doesn't move to merging point
- Fixed bash scare moving doesn't work correctly with non-every tick teleport frequency
- Fixed Neville and (E3 Demo) Body slammers have no model
- Removed freeroaming in the Boo woods
- Removed Boo Woods music
Release 3 update 1
- Updated to 1.21.2-1.21.3
- Added the Boo cackle counter, where 10+ cackles results in it not staying in place for a moment
- Added ghost flee tasks
- Added missing ghost animation pull_e_gadd
- Added some missing furniture scan messages
- Added unique scan message for scanning fainted players
- Added ghost loot dropping when in lab; requires the now-not-furniture-exclusive works_in_lab field
- Added 3DS Remake game boy horror boot up visual aspects
- Changed the 3DS Remake training room program, ghosts in the training room during it can now drop hearts
- Changed players to look at vacuum-latched-on ghosts in order of latching, rather than look at the averaged out position; the new behavior matches the original game
- Changed ghosts pulling to have separate valid angles per ghost, matching the original game; lenient pull accuracy gives 40 extra degrees, strict pull accuracy halves the degrees
- Changed criteria for getting dragged to be closer to the original game; you now only get dragged if you get pulled; a vacuum error is made for each ghost that started pulling you that hasn't pulled you last tick, a vacuum error will not occur if you pulled the ghost in the last 5 ticks
- Changed how ghost pull strength is handled to be closer to the original game; they now only pull you if at the end of range and there's room, or if their chance check succeeds and there's room
- Changed mirror warp to make the player forget what room it was in before, resetting the room
- Changed Luigi and E. Gadd dragged animations
- Changed Poltergust body to shake when vacuuming (and not riding the poltergust)
- Changed scan messages to dialogs, freezing everything and splitting the multi-line ones into actual multi-line dialogs; message variation is selected entirely by the dialog now, rather than changing the set message on the entity
- Changed scanning to prioritize the smallest hitbox rather than arbitrary order (if there's multiple with the smallest size in the hit, a random one is selected)
- Changed 3DS Remake's "portrait ghosts defeated in" and "Boos caught" data to be part of the vanilla map, rather than the add-on, meaning installing the add-on at a later point will no longer miss that data
- Changed items dropped when taking damage to have upward motion
- Changed "It's <name>" telephone call option icon to be colored based on your actual model color
- Changed all instances of items to use the new item_model component; damage and custom model data have been redefined as "model piece number" and "model variant"
- Changed E. Gadd's walk animation names; walk_look_sideways (previously walk) is now only used during portrificationizing, all other instances now use walk (previously walk_to_lab)
- Fixed furniture loot chances aren't true to the game
- Fixed speedy spirits don't get base loot dropped at 0 if a money ID was provided for loot dropped at 0
- Fixed elemental death of ghosts doesn't drop loot that drops when HP reaches 0
- Fixed hard difficulty stunning incorrectly calculates stun time; it now simply caps the stun time
- Fixed dropping items doesn't allow using them for a single tick
- Fixed dropping poltergust wipes element meter
- Fixed neither poltergust nor flashlight had effects shown in mirrors
- Fixed Game Boy Horror map doesn't show players in gallery properly
- Fixed you can't scan players that have fainted or are looking at maps
- Fixed Biff Atlas scan didn't use plural string if there's multiple players
- Fixed items get disabled for 1 additional tick after a dialog ends
- Fixed opening map results in your held items vanishing from your model
- Fixed items have trouble bouncing onto bottom slabs
- Fixed items with precise curve motion will snap to y positions
- Fixed revive message doesn't properly fetch reviver from UUID
- Fixed candle flames from both furniture and Shivers are not fully accurately angled
- Fixed first key bounces away upon turning into a real key
- Fixed reeling in ghosts can disconnect due to distance; step counter for poltergust now is disabled for dying ghosts
- Fixed 3DS Remake weak flashlight (strobulb) reflection causes more and more lag
- Fixed E. Gadd's animations don't support mirroring
- Removed special E. Gadd model for the poltergust, E. Gadd now uses the same models as the player
- Removed built-in scan message when scanning a mirror if mirror warp is disabled
Release 3 fix 6
- Fixed Boolossus fight ends after capturing a single Boo, resulting in softlock when trying to get to King Boo
- Fixed item collect sound plays at wrong location
- Fixed entity capture sound plays at wrong location
- Fixed defeating King Boo doesn't remove shot ice from existence, allowing Bowser to freeze you during defeat animation
- Fixed Shivers always goes back to hallway when vanishing, rather than re-entering the butler's room if he escaped the vacuum
- Fixed vacuuming cloths or posters causes too many capture sounds to play
- Fixed grabbing ghosts can grab players using a door
- Fixed grabbing ghosts can collide with grabbed players
- Fixed grabbing ghosts hold onto players that are warping to the mansion entrance
- Fixed Portrificationizing King Boo was not properly set up in 3DS Remake, freezing the dialog
- Fixed E. Gadd makes no walk/jump sounds during several dialogs
- Fixed player makes no sound when plugging the poltergust in/out of the ghost portrificationizer
Release 3 fix 5
- Fixed you can move during medium and large knockback
- Fixed Bogmire's shadow leaks temporary value, reducing latched-on poltergust vacuum range for a tick
- Fixed Black Bogmires cannot be collided with when in a vacuum or in appear behavior
- Fixed Black Bogmires make no ambient sound during appear behavior
- Fixed ground-bound ghosts can leave the ground when targeting player
- Fixed items spawned in blocks don't fly out, only move up
- Fixed items whith motion high enough to bounce between floor and ceiling in a very short time will bounce forever
- Fixed items in a 1 block high area have trouble bouncing
- Fixed Nana escaping poltergust shows rocking chair
Release 3 fix 4
- Fixed mice can cause a server freeze
- Fixed health, shrunk timer, flashlight type and teleport frequency get reset to defaults on relog
- Fixed rolling furniture rolls forever
- Fixed mirrors have bad reflections
- Fixed invisible non-hidden ghosts cannot be stunned
- Fixed Mario, bombs, bones and ice spikes leak entity variables
- Fixed elemental ghosts don't understand slabs well
- Fixed courtyard Toad spams "Yahoo"
- Fixed Melody Pianissima can trigger multiple dialogs at once
- Fixed Mario's Painting dialogs don't set player animation
Release 3 fix 3
- Changed Teleport Frequency setting to default to "every 5 ticks"; existing players' setting won't be modified
- Fixed loading old data yeets mansion front door out of existence
Release 3 fix 2
Note: Upgrade path for this version kicks players back to the lab if they were in the mansion
- Fixed some portrait ghosts don't see some entities (such as big chauncey not seeing the balls he threw)
- Fixed spawning furniture without room variable but with executor will not set room to executor's room
Release 3 fix 1
- Fixed stray temporary data can break selection menus
- Fixed inventory modify functions didn't disable selection menu result fetcher
- Fixed relogging while in training room kicks you out even if you didn't complete the initial training yet
Release 3
Update video: https://youtu.be/hlD29oxFdRI
WARNING! When updating an old save version, be sure to follow the "How to update" steps in the "installing and notes.txt" file before drag-and-drop updating, or the map will malfunction
DISCLAIMER: this build is quite a bit more laggy due to some of the changes, this is being worked on
- Updated to 1.21(.1)
- Updated "installing and notes.txt"
- Renamed the data packs/add-ons
** "Luigi's Mansion" data pack renamed to "MEDACORP"
** "Luigi's Mansion 3DS Remake" data pack and namespace renamed to "3DS Remake"
** "Luigi's Beta Mansion" data pack and namespace renamed to "E3 Demo" - Several instances of furniture have been replaced with models
- Added death messages
- Added revive messages
- Added selection meny system, replacing all click events
- Added new settings: (Global) Difficulty, (Global) Mirror Reflections, Teleport Frequency
- Added difficulty effects; the higher the difficulty, the harder; total score gets a multiplier based on the lowest selected difficulty in the mansion
- Added warp back to mansion path upon re-entering the world if you're too far away from the mansion
- Added new advancements
- 3DS Remake: Added start-confirmation for portrait battles, as well as showing results
- Changed E. Gadd model
- Changed Toad model
- Changed ghosts to be always be fully lit
- Changed furniture and ghost loot handling, now more accurate to the original game
- Changed King Boo AI to be more similar to other Boos, not just flying away and back, but rotating, flying up/down, etc.
- Changed blue and purple mice to have accurate paths
- Changed gallery to be several rooms, rather than 1
- Rewrote a lot
- Fixed numerous bugs
Release 2 update 3
- Updated to 1.19.3
- Changed flashlight's visual range (behavior range is identical to before)
- Changed how poltergust internally works, optimizing it
- Fixed being grabbed at same time as reeling in ghost results in half-grabbed behavior
- Fixed bills didn't drop correctly from speedy spirits and gold mice, leading to missing money
- Fixed some typos in the text of the map
- Fixed Game Boy Horror was called Gameboy Horror
- Fixed Henry and Orville's scans were swapped
- Fixed item obtain subtitles to be in the same format as others
- Fixed some poltergust body and held item rendering issues
- Fixed Boo Woods music can cut off opening music
- Fixed ceiling surprise doesn't get speed values from storage correctly
- Fixed exploding poltergust from catching a spark deals no knockback
- Fixed uninstalling the 3DS Remake add-on with strobulb selected breaks the flashlight
- Removed flashlight overlay
3DS Remake:
- Changed time display from H:M:S to HH:MM:SS
- Fixed 3DS gallery doors didn't animate when opened from the other side
- Fixed Strobulb flashlight is non-functional
- Fixed Vincent Van Gore didn't have his 3DS Remake title
- Fixed interaction non-functional in 3DS gallery
Extensive Training:
- Changed time display from H:M:S to HH:MM:SS