ok so I was thinking last night before I went to bed how I could possibly edit link's hitbox without breaking other scripts.
1) using ffc
this method would use a ffc to that synced to link's x and y.
it would be there with a custom hitbox array and would check if Link has collided with a combo, ffc or enemy.
if it returned true it would check if the collision point being topleft, topright, bottomleft, or bottomright is within the custom hitbox definitions
if this were to return false you would reset Link's variables to their previous state
this method would require a way to get a collision point and to void a collision without turning off his hitbox
2) using hitbox offsets
this method would use a custom hitbox array within a global variable and not a ffc.
it would check if Link has collided with a combo, ffc or enemy.
if he has hit would offset his hitbox to the defined hitbox array and check for collisions again
if the whole loop of checks would returns false, then link's variable would be reset to there previous state
this method would require a way to simulate collisions checks and to void a collision
voiding collisions would just be resetting link's variables to there previous state
you could in turn use a ffc for number 2 too this would allow you to create knockback or Link speed adjustments with both methods
so what do you guys think? are these methods possible with the current state of the scripting language?
do you think this would be achievable while preserving custom libraries and the way they handle collisions?
Edited by Shadowblitz16, 02 November 2016 - 02:54 PM.