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#16 Joe123

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Posted 08 June 2008 - 03:33 AM

Ohhh, that's what you meant >_<

Makes more sense now.

Edited by Joe123, 08 June 2008 - 03:33 AM.


#17 Cjc

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Posted 08 June 2008 - 11:49 AM

Int Weapon Extend?

I don't know if this has been implemented yet (There's no mention of it in the patch notes), but an item script that sets this value to "2" should make the weapon use a 32x32 pixel sprite when you activate it. If you keep the item class the same, it will not interfere with the item function at all, just extend the sprite. I'll see what I can come up with and edit in another response when I'm done.

#18 Joe123

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Posted 08 June 2008 - 11:51 AM

Hrm....

That'd be nice.
I haven't actually tried it though, when I made my spear script I just used 2 lweapons.

I'll have a look.

#19 Cjc

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Posted 08 June 2008 - 12:22 PM

Nope...


This:
CODE

item script LongSword{
    void run(){
        lweapon LongSword = Screen->LoadLWeapon(1);
        LongSword->Extend = 1;
    }
}

Does not work. Also, there are no integers that let you expand the weapon hitbox. So I guess spawning mulitple Lweapons (Or Eweapons) is the only option. I'll use that script if you've got it, Joe.

EDIT: I wonder if that means the Enemy Extend isn't implemented either.... pity.

EDIT2: Do I need to load it at Link's Coordinates? I should try that.

EDIT3: Scratch my previous statement, Extend Weapon does work properly. However... the weapons have to be custom scripted (You can't just force an extend on the item, unfortunately). I'll check if ZQuest lets you extend the weapons in-program.

Edited by Cjc7988, 08 June 2008 - 12:37 PM.


#20 Zemious

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Posted 17 July 2008 - 12:26 PM

Not trying to grave dig but I was wondering if this feature was ever finished, the 32x32 sword.
I'm currently working on a 16x32 Link and I need a 32x32 grid sprite for him.
I have both the Link sprites and sword slashing sprites finished although I can't use the sword slashing sprites. :/


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