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#286 Russ

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Posted 28 April 2013 - 01:30 PM

There isn't any tutorial that I know of. It's more a matter of reading over ghost.txt and looking at other people's scripts, and piecing it all together on your own.

#287 Avaro

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Posted 28 April 2013 - 02:39 PM

Ok, I will do it that way then.

I was just hoping there was some kind of a tutorial with examples and whatnot but I'll be able to do it by reading the textfile and other peoples enemies too. thanks

#288 Saffith

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Posted 11 May 2013 - 11:55 AM

Updated again. Bug fixes; needed more validation.

I probably will write a proper tutorial soonish. The samples and documentation really seem inadequate now.

Could you possibly add an eweapon lifespan "EWL_NORMAL" for when the weapon is going to be deleted internally next frame. I believe that might be the best way to allow for death effects to trigger when the weapon is removed normally such as by a Block All combo.

I do want to add something like that, but I can't think of a way of doing it that isn't problematic. Duplicating the game's handling is a lot of work and error-prone, and the possibility of a weapon being blocked or reflected is difficult to account for no matter how it's done. There's no point having it if it's too quirky to be useful.

#289 Mero

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Posted 11 May 2013 - 01:03 PM

Thanks for the update Saffith, do you need anyone else to test the prereleases. I'll be more then happy to screw around with them and see if they work or not?

#290 Mero

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Posted 20 May 2013 - 09:56 AM

I just noticed that unless you use fake the z position the shadow isn't animated. Any chance you can correct this somehow?



#291 Saffith

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Posted 22 May 2013 - 10:17 PM

Same deal as large shadows. It would mean overriding built-in handling, and I'm not sure there's a good way to do that. Maybe I could always draw shadows for Other (Floating) type enemies. That ought to be enough.

#292 Mero

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Posted 31 May 2013 - 01:25 PM

I figured out this simple work around for it on my own after a couple hours of head desking.
 
//Set extend to 4 to disable the shadow from being drawn.
npc->Extend = EXT_NOSHADOW

//Then before each Ghost_Waitframe call I would do this.
void DrawShadow()
{
    Ghost_SetFlag(GHF_FAKE_Z);
    __Ghost_DrawShadow();
    Ghost_UnsetFlag(GHF_FAKE_Z);
}


#293 Saffith

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Posted 01 July 2013 - 04:16 PM

Would it be a huge problem for anyone if the next version used an element of this->Misc? I've been avoiding doing that so far, but it really would make a lot of things easier.



#294 Moosh

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Posted 01 July 2013 - 04:42 PM

Would it be a huge problem for anyone if the next version used an element of this->Misc? I've been avoiding doing that so far, but it really would make a lot of things easier.

this being the FFC currently carrying the script? I see no problem with this. Of all the Misc arrays, I find the FFC one is the one I can think of the least uses for.


Edited by Moosh, 01 July 2013 - 04:42 PM.


#295 Mero

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Posted 15 July 2013 - 10:46 AM

Nope not at all...



#296 Timelord

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Posted 26 July 2013 - 08:19 AM

I' just staring to actually use ghost.zh to make some new, custom scripts, and I was wondering before I go nuts trying to do the impossible if a ghosted enemy can be walkable in one direction. That is, it would be solid from above, and safe to touch, but it does damage from below or the sides. Is this within or outside the limits of Autoghost?



#297 MoscowModder

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Posted 26 July 2013 - 03:34 PM

You can adjust its hitWidth/Height and HitX/YOffset.



#298 Mero

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Posted 27 July 2013 - 08:02 AM

Are you using these and Buzz Blobs together? They use basically the same code to detect if Link's being shocked, but they'll fail to find each other. Getting shocked by one of each at the same time will probably do that.
 
If that happens with just two Baris, though, that's another matter. And probably my fault.


Do to this dilemma, any chance you could add a ghost function for when we want to make Link invisible and turn off his collision for things like him being shocked or frozen. :)



#299 Saffith

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Posted 28 July 2013 - 01:14 AM

I'd like to, but I'm not certain there's any benefit such a function could offer. There's no way to tell if the script ends before he becomes visible again or whether another script is also making him invisible.

#300 Mero

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Posted 01 August 2013 - 09:20 AM

I'd like to, but I'm not certain there's any benefit such a function could offer. There's no way to tell if the script ends before he becomes visible again or whether another script is also making him invisible.

 

True there isn't, have you done any research to come up with what causes it?




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