Edited by blackbishop89, 21 March 2012 - 09:02 AM.
ghost.zh
#106
Posted 21 March 2012 - 08:36 AM
#107
Posted 21 March 2012 - 08:50 AM
Hey Saffith I have a idea. Why not include a eweapon lifespan called EWL_COLLISION. Which causes it to die and activate death effects on collision with an enemy or solid combo.
Because that's pretty much what the Rock eweapon type does?
#109
Posted 30 April 2012 - 09:36 AM
Also, is there any way to make it so that some of ghost.zh's constants are different for different quests? Like the shadow graphics for example.
Edited by Moosh, 30 April 2012 - 09:41 AM.
#110
Posted 30 April 2012 - 10:12 AM
#112
Posted 30 April 2012 - 04:47 PM
#113
Posted 30 April 2012 - 08:03 PM
#114
Posted 30 April 2012 - 09:16 PM
Is it being hurt normally, or is its HP being set in the script? Does Ghost_StartFlashing() work?
Separate copies, that's all you can do.
#115
Posted 30 April 2012 - 10:01 PM
Is it being hurt normally, or is its HP being set in the script? Does Ghost_StartFlashing() work?\
It's being hurt normally. Ghost_StartFlashing() does nothing.
Separate copies, that's all you can do.
Could I maybe take the shadow constant out of ghost.zh and then set it before importing ghost.zh?
#116
Posted 30 April 2012 - 11:35 PM
If you change Ghost_CSet, does that work? Could there be another script interfering?
Kind of a long shot, but is is possible you just can't tell it's flashing? It cycles through CSets 6-9; if the colors it uses are the same in all of those, you won't see anything.
Okay, I guess you can do that, too.
#117
Posted 01 May 2012 - 12:12 AM
#118
Posted 01 May 2012 - 01:15 AM
If you only want to change the combo, just set Ghost_Data. You can also tell Ghost_Transform to ignore the CSet by passing in -1 for that argument. Does changing or replacing those two calls fix it?
#119
Posted 01 May 2012 - 06:38 AM
I wonder if the calls to Ghost_Transform are overriding the flashing? I don't think they would, but I don't see anything else.
If you only want to change the combo, just set Ghost_Data. You can also tell Ghost_Transform to ignore the CSet by passing in -1 for that argument. Does changing or replacing those two calls fix it?
Haha! Oh wow! I didn't even realize that I was transforming it every frame there (or that Ghost_Data existed). That fixed it alright.
Now I have another problem though. There's an invisible hitbox about 2 or 3 tiles to the right of the boss. It doesn't take damage when I swing at it, but it does damage as if the boss is hitting me...
#120
Posted 01 May 2012 - 09:58 AM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users


