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ZC 2.50 RC3


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#136 aaa2

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Posted 08 March 2012 - 02:55 PM

Of course that is why i am asking. Especially it is a lot of work when you need to mind combinations like:
which armor Link has and which shield at the same time. Also if you want to make scripts that do this useable for everyone that makes it near impossible if you need people to at least put 9 tile locations. 3 different shields combined with 3 different armors for that matter. Also of course other modifications for Link's looks could be possible. I think its not very practical. Also modifications to Link's looks can differ very much for different quest makers so that would make it necessary to maybe even recode major parts to fit individual quests while the game itself has all this data stored somewhere in the ram, what we cannot access though.

Edited by aaa2, 08 March 2012 - 02:57 PM.


#137 Saffith

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Posted 08 March 2012 - 03:04 PM

I can add Link->Tile to make it easier. Adding a draw function is significantly harder, and it's a bigger change than I think we should be making at this point.

QUOTE(Zepinho @ Mar 8 2012, 04:39 AM) View Post
I only have a small request for the next builds:
would it be possible to increase the number of available scripted combo types and flags?

Eh, maybe. I don't know how far we should go with that, since they're just clutter most of the time.

#138 MoscowModder

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Posted 08 March 2012 - 03:05 PM

You're adding a function/method that sets Link's tile into RC4? Thank you!

#139 aaa2

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Posted 08 March 2012 - 03:07 PM

Oh getting Link's tile that is pretty cool also. That is exactly what is needed. Thank you. Adding Link->Tile should be perfect has the same effect as the drawing function plus even more nice uses.

Edited by aaa2, 08 March 2012 - 03:08 PM.


#140 Saffith

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Posted 08 March 2012 - 03:07 PM

Just reads it, at least for now. Setting it is a lot harder.

#141 kurt91

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Posted 08 March 2012 - 05:00 PM

I realize it might be trouble with backwards compatibility, possibly, but would it be possible to make tile warps as a flag rather than a tile? I know this would most likely not make it into RC4, but it would be something to consider for version 3.0, when you guys get to that point. It just always seemed odd to me to need to make four identical copies of each door and cavern just in case a screen needed to make use of them. It seems as though it would be easier to just make a single door/cave and just put a flag on it to tell it which warp is for that particular spot.

By the way, I think I might have found a bug. I use ZQuest on my laptop, and often have to close my laptop to do something else. I tend to leave any programs open, though. Anyways, nearly every single time I leave ZQuest open and close the laptop, it freezes up completely upon opening the laptop back up to continue. I end up having to end the entire process through the Task Manager.

None of the other programs on my computer do that when I close the computer, so if it would be possible to figure out why ZQuest does that, that would be great.

#142 MoscowModder

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Posted 08 March 2012 - 05:07 PM

QUOTE
By the way, I think I might have found a bug. I use ZQuest on my laptop, and often have to close my laptop to do something else. I tend to leave any programs open, though. Anyways, nearly every single time I leave ZQuest open and close the laptop, it freezes up completely upon opening the laptop back up to continue. I end up having to end the entire process through the Task Manager.


Yeah, I have to remember to close ZC and ZQ before putting my computer to sleep, because they occasionally freeze up completely and need to be force-closed (on Win7).

#143 Avaro

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Posted 09 March 2012 - 11:39 AM

Why is there no step->next (sensitive) combo-type? I needed it pretty often already.

EDIT: Or what about step->next (copycat) combos that change to the next combo if a step->next or step->next (same) combo is triggered. The step->next (copycat) combo we already have only changes to the next combo if a step->next (all) combo is triggered.

Edited by Avataro, 09 March 2012 - 12:09 PM.


#144 Supindahood

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Posted 09 March 2012 - 12:13 PM

QUOTE(Avataro @ Mar 9 2012, 10:39 AM) View Post

Why is there no step->next (sensitive) combo-type? I needed it pretty often already.

EDIT: Or what about step->next (copycat) combos that change to the next combo if a step->next or step->next (same) combo is triggered. The step->next (copycat) combo we already have only changes to the next combo if a step->next (all) combo is triggered.


I agree, both of these was something I was looking for when I was using ZQ. icon_smile.gif

#145 Cukeman

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Posted 09 March 2012 - 02:20 PM

So why don't you put a sensitive combo after a step > next combo on the combo list?
Am I missing something?

ohhh you want the step > next itself to be sensitive...

Myself, I think the sensitive combos are a bit too sensitive, and the stairs, not quite sensitive enough.

Edited by Cukeman, 09 March 2012 - 02:22 PM.


#146 Orithan

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Posted 09 March 2012 - 06:04 PM

QUOTE(Cukeman @ Mar 10 2012, 06:20 AM) View Post
So why don't you put a sensitive combo after a step > next combo on the combo list?
Am I missing something?

ohhh you want the step > next itself to be sensitive...

Myself, I think the sensitive combos are a bit too sensitive, and the stairs, not quite sensitive enough.


The sensitive combos are designed to activiate the instant that Link touches one of them. Use Sensitive Warp for a more sensitive version of the stairs combo.



#147 Moosh

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Posted 10 March 2012 - 01:37 AM

On behalf of the Moldorms for a Better Tomorrow Tomorrow Society, I recommend you check up on moldorm hit detections. It seems they can go offscreen somehow...

#148 Saffith

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Posted 10 March 2012 - 08:32 AM

I've seen that, but I still have no idea what causes it. Could you tell me your moldorm's step, homing factor, random rate, and length?

#149 Jared

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Posted 10 March 2012 - 09:34 AM

(It's my Moldorm)

Step: 65
Homing Factor: 40
Random Rate: 1
Length: 8

#150 Saffith

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Posted 10 March 2012 - 07:01 PM

I finally got it. Surprisingly hard to track that one down. icon_razz.gif


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