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#406 Saffith

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Posted 29 December 2014 - 05:27 PM

No.

#407 Mero

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Posted 30 December 2014 - 05:54 PM

Having trouble getting dummy eweapons to work.

eweapon icefrag = CreateDummyEWeapon(EW_SCRIPT1, 300, ghost->WeaponDamage, KS_ICEFRAG_SPRITE, KS_ICEFRAG_SOUND,EWF_UNBLOCKABLE);
SetEWeaponMovement(icefrag, EWM_THROW, 1.6, EWMF_DIE);

int IceFall(int wCounter, eweapon icefrag, int wDamage)
    {
        wCounter = (wCounter+1) % KS_ICECHUNK_FALL_WAIT;
        if(wCounter==0)
        {
            int flags = EWF_UNBLOCKABLE | EWF_SHADOW;
            eweapon e = FireEWeapon(EW_SCRIPT1, Rand(32,208), Rand(32,128), 0, 0, wDamage*2,KS_ICECHUNK_SPRITE, KS_ICECHUNK_SOUND, flags);
            SetEWeaponMovement(e, EWM_FALL, e->Y, EWMF_DIE);
            float offset = PI/4; //I think it's angular could be wrong.
            if(Rand(2)) offset=0;
            SetEWeaponDeathEffect(e, icefrag, 4, EWD_EVEN, offset);
        }
        return wCounter;
    }

All that happens is the ice falls it doesnt break like it should. It also sticks around. No allegro log errors


Edited by Freya, 30 December 2014 - 05:54 PM.


#408 Lejes

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Posted 30 December 2014 - 11:02 PM

Did you declare another dummy eweapon later on? It might be related to this bug.



#409 Mero

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Posted 31 December 2014 - 09:23 AM

Yup! I just used EWD_RUN_SCRIPT instead.

Kholdstare is finished. Yey.



#410 nyrox

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Posted 08 January 2015 - 10:50 PM

i try to make a new script and all my other script effect gone il Puretiles2.5 tileset my sideladder npcscript and sign script do nothing 

 

i try to reinitialize my all the script with import "PureTiles/Pure_import.zh"

 

but i have a lot of error for ghost_zh i correcting i tink for all .zh file with your update but

 

why the file scripts.z in folders ghost_zh it is not scripts.zh i can't compile the script for that


Edited by nyrox, 08 January 2015 - 11:16 PM.


#411 cavthena

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Posted 09 January 2015 - 09:39 AM

How are you compiling them? If you are attempting to compile each script separately, the scripts you have compiled before will be unloaded.

 

As for ghost itself the only file you need to import is "ghost.zh" and if your using old ghost scripts "ghost_legacy.zh".  ghost.zh will import all other ghost related files within the ghost_zh folder.

You also need to be sure to set up your global for ghost correctly. You can find the instructions within "AutoGhostReadme.txt"

 

 

If your having trouble compiling it all at once, try a similar setup to this...

//"ELMain.z"
//Script file import index.

//Import Main
import "std.zh"
import "string.zh"
import "ffcscript.zh"
import "stdExtra.zh"
import "ghost.zh"
import "ghost_legacy.zh"

//Import Global
import "Scripts\ElementalFires\Global\ELGlobal.zh"

//Import FFC
import "Scripts\ElementalFires\FFCScripts\ELffc.zh"

//Import Item
import "Scripts\ElementalFires\ItemScripts\ELItem.zh"

//Import Enemies
import "Scripts\ElementalFires\Enemies\Boss1.zh"
import "Scripts\ElementalFires\Enemies\Boss2.zh"
import "Scripts\ElementalFires\Enemies\HealthSap.zh"
import "Scripts\ElementalFires\Enemies\FireArm.zh"

//Import CutScene
import "Scripts\ElementalFires\CutScene\ELCutScene.zh"

If your still having troubles with the compiler you could always start a new thread and we could work it out. 



#412 Avaro

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Posted 09 January 2015 - 06:17 PM

I've noticed something very weird. I'm not sure why this happens, but throwing eweapons seems to be a bit buggy. I have an enemy that throws an eweapon in an arc using EWM_THROW. When Link holds up an item while an eweapon is being thrown, the eweapon continues moving straight through the air without loosing or gaining height until the hold up animation finished.



#413 nyrox

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Posted 09 January 2015 - 08:26 PM

How are you compiling them? If you are attempting to compile each script separately, the scripts you have compiled before will be unloaded.

 

As for ghost itself the only file you need to import is "ghost.zh" and if your using old ghost scripts "ghost_legacy.zh".  ghost.zh will import all other ghost related files within the ghost_zh folder.

You also need to be sure to set up your global for ghost correctly. You can find the instructions within "AutoGhostReadme.txt"

 

 

If your having trouble compiling it all at once, try a similar setup to this...

//"ELMain.z"
//Script file import index.

//Import Main
import "std.zh"
import "string.zh"
import "ffcscript.zh"
import "stdExtra.zh"
import "ghost.zh"
import "ghost_legacy.zh"

//Import Global
import "Scripts\ElementalFires\Global\ELGlobal.zh"

//Import FFC
import "Scripts\ElementalFires\FFCScripts\ELffc.zh"

//Import Item
import "Scripts\ElementalFires\ItemScripts\ELItem.zh"

//Import Enemies
import "Scripts\ElementalFires\Enemies\Boss1.zh"
import "Scripts\ElementalFires\Enemies\Boss2.zh"
import "Scripts\ElementalFires\Enemies\HealthSap.zh"
import "Scripts\ElementalFires\Enemies\FireArm.zh"

//Import CutScene
import "Scripts\ElementalFires\CutScene\ELCutScene.zh"

If your still having troubles with the compiler you could always start a new thread and we could work it out. 

first at all thank for the answer i see my mistake compile a new script made by me and not take the other script import

 

now : i extract the ghost_zh folder from this topic and the file scripts.zh not exist the file i have is scripts.z

How i can have the scripts.zh i need for complie the ghost script



#414 nyrox

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Posted 11 January 2015 - 01:12 PM

ok all my script do well now thanks for advice



#415 Sparkster

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Posted 24 February 2015 - 08:41 AM

How do I combine Ghost_Zh Active with my global script?

#416 Lejes

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Posted 09 April 2015 - 09:35 PM

More dummy eweapon problems.

 

Spoiler

 

I made this small test script. It works fine in 2.5.0. But it doesn't work in 2.5.1. Press A or B to fire an eweapon, press Ex1 to destroy the first type, second type is destroyed as soon as it lands. Both types are properly destroyed when the death effect is EWD_VANISH, but if I try to use a dummy eweapon as a death effect, both eweapons simply fail to be destroyed at all.

 

Test quest containing the above script, showcasing this problem.


Edited by Lejes, 09 April 2015 - 09:45 PM.


#417 Mero

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Posted 10 April 2015 - 08:52 AM

probably has something to do with the bug you mentioned before.



#418 Deedee

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Posted 10 April 2015 - 09:10 AM

You should add more EWeapon Death Effects (Such as 3 fireballs, big fireball versions of all the fireball EWeapon deaths, etc), and more EWeapon Lifespans (Such as whenever the weapon dies normally by hitting a block combo/link/edge of the screen, because I don't think it does that currently).



#419 Saffith

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Posted 11 April 2015 - 05:20 PM

I believe the issue with dummy eweapons has to do with the bug that allowed them to move offscreen in 2.50.0. Dummy weapons are created at 0,0, which seems to be too close to the edge for EW_SCRIPTX. Move it a few pixels away from the corner, and it should work again. I'll try to adjust the limit slightly for 2.50.2.

#420 Orithan

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Posted 11 April 2015 - 06:34 PM

How do I combine Ghost_Zh Active with my global script?

 

Its simple: Copy-paste the functions in the Ghost_Zh Active script into your Global script, though be sure to keep the ones in the main loop of the script in the main loop of your global script and so on.




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