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#421 Saffith

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Posted 12 April 2015 - 11:05 AM

Are there any existing quests affected by the dummy eweapon issue? I'm not aware of any; it's not a feature that's used often. It definitely ought to be addressed in ghost.zh, but I'm not sure if it should also be changed in ZC, since that's likely to have unintended consequences.

#422 Lejes

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Posted 12 April 2015 - 02:21 PM

As far as I know, I'm the only one who has really used them, and I haven't released any quest. I added these lines to the CreateDummyEWeapon function.

    wpn->X=30;
    wpn->Y=30;

Seems to have fixed it. Setting position to 5,5 didn't work, though. Just how close to the screen edge can weapons get before they're destroyed?



#423 Saffith

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Posted 12 April 2015 - 05:45 PM

Depends on the weapon, whether it's in a dungeon, and whether the invisible border quest rule is used. For script weapons, it should be 20, 18 in dungeons, 4, 2 otherwise. In other cases, it ranges from 0, 0 to 32, 32.

#424 Mero

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Posted 17 April 2015 - 09:16 AM

any ideas Saffith when you might be able to update this again?



#425 Saffith

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Posted 17 April 2015 - 01:35 PM

As soon as I stop being lazy about it. There's not much more I plan to do; I just need to get around to it.

#426 Mani Kanina

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Posted 30 April 2015 - 05:57 AM

The video in OP is great. However, it does not explain how to incorporate ghost.zh into an existing global script. I already have an active, ya know. And looking in the script file, I don't even see a global function at all, so I'm a bit confused at where "GhostZCActiveScript" even shows up from. Heck, the script itself seems somewhat small, which makes me wonder if stuff is hidden away in all those other things that are imported at the end of file. (Which also confuses me since I don't have those files and I don't see them provided.) :/

#427 Orithan

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Posted 30 April 2015 - 06:02 AM

Look for the file labeled "Scripts" in the Ghost ZH folder



#428 Mani Kanina

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Posted 30 April 2015 - 06:03 AM

Ah sweet, I missed that this came with a folder. Thanks~

#429 Avaro

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Posted 07 May 2015 - 11:14 AM

I've been trying to do some things with ghost.zh but I came across a problem I can't solve efficiently. I would be really glad if someone can help me out :)

 

How do you detect if a ghosted enemy did contact damage to Link? This would be useful if I wanted to give a touching effect, or if I wanted to recreate what a Like Like does. How to go about doing that?



#430 cavthena

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Posted 07 May 2015 - 05:51 PM

You could check for a collision between link's hitbox and the enemies ffc and check if link lost health of required.

The ffc follows a ghosted enemy so a collision would only occur if link ran into it. Eweapons have their own hitbox so you wouldn't have to worry about these getting in the way.

#431 Mero

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Posted 10 May 2015 - 12:23 PM

New Issue Saffith the visibility flags, amulet, lens, etc. flag doesn't effect combo enemies. :O



#432 Moosh

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Posted 10 May 2015 - 12:50 PM

Ghost uses draw commands to draw the enemies, doesn't it? I don't think it's possible to apply the amulet invisibility effect to draw commands. I don't think you can even give an FFC a draw style.



#433 Mero

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Posted 10 May 2015 - 01:28 PM

just don't draw them at all lol.



#434 Mero

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Posted 11 May 2015 - 04:40 PM

How would one duplicate shot type single slanted with Ghost.zh?



#435 Gégé

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Posted 14 May 2015 - 01:01 PM

Can we add to a monster so that it is not projected backwards when hit by Link, please ?


Edited by Gégé, 14 May 2015 - 01:55 PM.



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