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#241 Mitchfork

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Posted 25 March 2013 - 09:54 PM

Setting the type to (None) in the enemy editor just prevents it from appearing, and trying ghost->Type = NPCT_NONE doesn't work either; zscript.txt says this is syntactically correct but won't actually do anything.

#242 Mero

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Posted 25 March 2013 - 09:57 PM

QUOTE(Ebola Zaire @ Mar 25 2013, 08:54 PM) View Post

Setting the type to (None) in the enemy editor just prevents it from appearing, and trying ghost->Type = NPCT_NONE doesn't work either; zscript.txt says this is syntactically correct but won't actually do anything.


Try setting the "is boss death counter" attributeto to yes.


#243 Mitchfork

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Posted 25 March 2013 - 10:01 PM

Thanks, that worked. icon_thumbsup.gif

#244 Saffith

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Posted 26 March 2013 - 08:12 AM

QUOTE(LordVolcanon @ Mar 25 2013, 09:47 PM) View Post
Just how are eweapons normally removed anyways. It's not delete is it. Cause then it's impossible to check.

Yes, they're just deleted.

QUOTE(Ebola Zaire @ Mar 25 2013, 10:15 PM) View Post
This is a bit of a methods question: how would I go about having an enemy that respects combo solidity and relevant No Enemies flags while clipping through Link without dealing or taking damage and knockback? I can take care of taking damage with Ghost_SetAllDefenses(ghost, NPCDT_IGNORE), but I can't figure out a good way for the enemy not to cause knockback on Link. Setting ghost->CollDetection to false results in clipping through combos and flags, and I've also tried reducing the hitbox size. Any advice?

CollDetection is the right way to do it. It shouldn't affect walkability checking at all; if it does, something's not working right.

#245 Mitchfork

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Posted 26 March 2013 - 03:07 PM

QUOTE(Saffith @ Mar 26 2013, 08:12 AM) View Post
CollDetection is the right way to do it. It shouldn't affect walkability checking at all; if it does, something's not working right.
Hmmm. I was using this script and it seemed like setting the CollDetection to 0 makes the enemy go anywhere on screen. I didn't try it in the script that I was writing though, so I'll investigate more once I get back to my laptop. Might have to do with the specific movement functions that were being used in that script, but I'm not sure.

EDIT: Well, ghost->CollDetection seems to work fine in my script. I don't know what it was about that particular instance that caused it to fail.

#246 Mitchfork

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Posted 27 March 2013 - 10:59 PM

Okay, another question (I know, I know)- how do I suppress the shadow from appearing on a specific enemy? I need them to have a Z value so that they're drawn over Link, but I don't want the shadow. The only settings I could find in ghost.txt were for shadow animation or eweapon shadows.

#247 Saffith

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Posted 28 March 2013 - 08:54 AM

If you're using real Z values, ZC draws the shadow itself, so you'd have to do something to stop it. I think setting npc->Tile to 0 might do it. You might have to do something tricky, though. You could modify its DrawXOffset in the global script; if you set it to 0 before DrawGhostFFCs() and set it to a very high number afterward, that ought to work.
I'll see if I can't add a "no shadow" flag for the next version.

#248 Mero

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Posted 28 March 2013 - 09:32 AM

Actually Saffith there's a much easier way to do it. Setting npc->Extend to EXT_NOSHADOW from std.zh will work.
Come to think of it. You might want to add GHF_NO_SHADOW which does just that. icon_wink.gif

#249 Saffith

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Posted 28 March 2013 - 09:39 AM

D'oh, completely forgot about that. Thanks.

#250 Moosh

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Posted 28 March 2013 - 10:00 AM

So ghost.zh has gotten pretty big. I mean you know it's pretty dang big when its own creator is forgetting about stuff. You think maybe it's time to stop expanding? I feel like the focus of ghost.zh has shifted from "Hey, let's make a useful base for custom enemies and bosses" to "Hey, let's make a second enemy editor out of scripts". The more stuff gets added to it the more I worry about whether my scripted stuff outside of ghost will break my ghosted enemies. Do you think you could either make an alternate version of ghost with only the basic features, say somewhere in the readme what not to mess with when using ghost, or include downloads for older versions in the OP? Any one of these would to some extent alleviate my concerns for any future projects I might want to use ghost.zh for.

#251 Saffith

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Posted 28 March 2013 - 10:58 AM

To be fair, that's an obscure ZC feature I forgot about, not a ghost.zh feature.
I've been pretty careful to minimize potential interference from other scripts, but, yeah, I should probably detail it in the documentation. Basically, if you avoid using npc->Misc[__GHI_GHZH_DATA] or eweapon->Misc[__EWI_anything] where eweapon->[__EWI_FLAGS]!=0, you shouldn't do any harm.


Incidentally, I just updated to fix a couple of bugs.

#252 Mero

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Posted 28 March 2013 - 01:41 PM

QUOTE(Saffith @ Mar 28 2013, 09:58 AM) View Post

To be fair, that's an obscure ZC feature I forgot about, not a ghost.zh feature.
I've been pretty careful to minimize potential interference from other scripts, but, yeah, I should probably detail it in the documentation. Basically, if you avoid using npc->Misc[__GHI_GHZH_DATA] or eweapon->Misc[__EWI_anything] where eweapon->[__EWI_FLAGS]!=0, you shouldn't do any harm.
Incidentally, I just updated to fix a couple of bugs.


You added a few functions "Ghost_FloaterWalk" but it's not listed in the documentation yet. icon_razz.gif

#253 Saffith

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Posted 28 March 2013 - 01:57 PM

Ah, sorry. I didn't mean to add that yet; that's for the next minor version. I'm still reworking it a bit.

#254 Mitchfork

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Posted 29 March 2013 - 01:19 AM

QUOTE(LordVolcanon @ Mar 28 2013, 09:32 AM) View Post

Actually Saffith there's a much easier way to do it. Setting npc->Extend to EXT_NOSHADOW from std.zh will work.
Come to think of it. You might want to add GHF_NO_SHADOW which does just that. icon_wink.gif

Thanks, this worked for me.

#255 Demonlink

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Posted 30 March 2013 - 11:05 PM

Good night fellow members. I am having a little problem combining Active scripts, so I though I would post this here...

So, I want combine 2 global scripts so far, Saffith's ghost.zh and Lord Volcanon's Ice Combos

This is the result of my latest try using ghost version 2.6.1:

Spoiler


The ice combos work fine, "But", when I setup Saffith's Armos Knights using this same script, well, they don't move, they just make the rumble sound then freeze. If I take out the ice combo scripts parts, the Armos work fine.

A little help please?


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