ZC 2.50 RC3
#241
Posted 29 March 2012 - 11:42 AM
#242
Posted 29 March 2012 - 11:59 AM
#243
Posted 29 March 2012 - 05:27 PM
Example mock code:
void run(){
blah blah blah
}
while(true){
if(Link->InputR) Link->UseItem[I_ROCSFEATHER]=true;
}
Waitframe();
}
}
Using this code with that function would make it so when you press R, Link will use the roc's feather as if it were equipped to A or B.
#245
Posted 29 March 2012 - 07:23 PM
Sepulcher simply how about you simply wait until Link->Equipment is finished being programmed "pokes gleeok" so that we can set it and not just have it be read only.
Edited by blackbishop89, 29 March 2012 - 08:18 PM.
#246
Posted 29 March 2012 - 08:59 PM
I'm not very familiar with the subcreen/item code though... It's unnecessarily complicated
#247
Posted 29 March 2012 - 09:22 PM
#248
Posted 29 March 2012 - 09:27 PM
int oldequipment = Link->EquipmentB;
Link->Equipment = I_HAMMER |= GetEquipmentB() << 8;
Link->InputA = true;
Waitdraw();
Link->Equipment = oldequipment;
As for the sarcasm remark, I was talking about you saying enemy->Tile when enemy isn't even a valid pointer. And we already have npc pointer.
#249
Posted 30 March 2012 - 05:41 AM
npc enemy;
enemy->Tile;
The one thing i wonder about though is even if there was a function that made it possible for Link to use items from say the R button it still would not be possible to choose those items from a non-custom-programmed subscreen. So for the main use it was thought to be useful for it is only useful if you put a lot of work in it. Of course variations like making a choice wheel where you press the L button and can then choose a weapon by pressing directions would be a tiny bit easier but also effort and pretty inconsistent.
Edited by aaa2, 30 March 2012 - 05:44 AM.
#250
Posted 30 March 2012 - 09:51 AM
#251
Posted 30 March 2012 - 10:32 AM
Kind of a long shot, but it would at least explain why I'm not seeing any problems.
#252
Posted 30 March 2012 - 11:09 AM
Using RC3.
#253
Posted 30 March 2012 - 11:35 AM
#254
Posted 30 March 2012 - 07:07 PM
Edited by blackbishop89, 30 March 2012 - 07:08 PM.
#255
Posted 30 March 2012 - 08:00 PM
See this example
Whilst I'm on the topic of apparent bugs, I think there's also the armos bug where an awakened armos *sometimes* moves over another armos directly north of it. See this demonstration quest example. Go one room left and activate the middle armos. *Sometimes* it moves north over the armos that unawakened and to the north of it. Note that it never happens if you activate the bottom armos.
Despite these two minor bugs might I just say, I think you devs have done a very good job. I couldn't see any *major* bugs.
Edited by James24, 30 March 2012 - 08:23 PM.
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