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ZC 2.50 RC3


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#241 Saffith

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Posted 29 March 2012 - 11:42 AM

I've already added it (as effectively read-only). I should note, however, that Link's tile isn't calculated until he's drawn, so the variable lags a frame behind. That's about the best I can reasonably do.

#242 Mero

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Posted 29 March 2012 - 11:59 AM

Once again your epicness has reach critical levels Saffith and I must stop you from being so epic before you implode under your own mass of epicness. In otherwords thanks for adding it. Also would Link->Flip be possible which returns how Link->Tile is flipped.

#243 Xenix

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Posted 29 March 2012 - 05:27 PM

Would there be any possibility to add a Link->UseItem[item#] function in zscript? That would make mounting items to buttons so much easier.
Example mock code:
CODE
global script UseItem{
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.

#244 Gleeok

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Posted 29 March 2012 - 07:05 PM

QUOTE(Sepulcher @ Mar 29 2012, 02:27 PM) View Post

Link->UseItem[item#] function


Genius!!


..Also Enemy->Tile FTW. icon_smile.gif

#245 Mero

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Posted 29 March 2012 - 07:23 PM

I love your sarcasm Gleeok.

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. icon_razz.gif

Edited by blackbishop89, 29 March 2012 - 08:18 PM.


#246 Gleeok

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Posted 29 March 2012 - 08:59 PM

Hahaha. No, I was serious about Link->UseItem() being a good idea though. There would be tons of useful ways to abuse that, plus it would be easier than mucking with the subscreen stuff.

I'm not very familiar with the subcreen/item code though... It's unnecessarily complicated icon_frown.gif

#247 Saffith

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Posted 29 March 2012 - 09:22 PM

It would be nice to have, but I'm thinking it would be pretty difficult to implement. I could give it a shot, but I don't expect it to work out.

#248 Mero

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Posted 29 March 2012 - 09:27 PM

I know you are but I rather not see you waste your time programming in a new function instead of making an already existable one writable.

CODE

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 aaa2

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Posted 30 March 2012 - 05:41 AM

Probably with enemy->Tile he meant:
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 ShadowPC

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Posted 30 March 2012 - 09:51 AM

Great. I think its really good. However i found a glitch which teleports one some screens away. It maybe has been fixed.

#251 Saffith

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Posted 30 March 2012 - 10:32 AM

Hey, question: those of you seeing common crashes in crashes in ZQuest, did you set zq_win_proc_fix=0 in ag.cfg? If not, does setting that fix it?
Kind of a long shot, but it would at least explain why I'm not seeing any problems.

#252 Mero

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Posted 30 March 2012 - 11:09 AM

I tried using Link->Tile just now and it wouldn't compile kept saying there isn't a tile function for pointer type link or something like that. icon_frown.gif

Using RC3.

#253 aaa2

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Posted 30 March 2012 - 11:35 AM

Because that function has been implemented in RC4 not RC3

#254 Mero

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Posted 30 March 2012 - 07:07 PM

EDIT: Never mind I'm an idiot.

Edited by blackbishop89, 30 March 2012 - 07:08 PM.


#255 James24

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Posted 30 March 2012 - 08:00 PM

Is it just me or do MIDIs sound slightly different when played in ZC and ZQuest than in, say, windows media player? Also, some MIDIs that can normally be played elsewhere can't be loaded into ZQuest. ZQuest says that there's an error loading the midi.

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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