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#106 Mero

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Posted 21 March 2012 - 08:36 AM

Hey Saffith I have a idea. Why not include a eweapon lifespan called EWL_COLLISION. Which causes it to die and activate death effects on collision with Link o ar solid combo.

Edited by blackbishop89, 21 March 2012 - 09:02 AM.


#107 Moosh

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Posted 21 March 2012 - 08:50 AM

QUOTE(blackbishop89 @ Mar 21 2012, 07:36 AM) View Post

Hey Saffith I have a idea. Why not include a eweapon lifespan called EWL_COLLISION. Which causes it to die and activate death effects on collision with an enemy or solid combo.

Because that's pretty much what the Rock eweapon type does?

#108 Mero

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Posted 21 March 2012 - 01:00 PM

QUOTE(Pokemonmaster64 @ Mar 21 2012, 07:50 AM) View Post

Because that's pretty much what the Rock eweapon type does?


Rocks don't activate a death effect dude.


Forgot to mention, did my work around method for cleaning up ghost ffcs while the screen was scrolling work?

#109 Moosh

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Posted 30 April 2012 - 09:36 AM

Any idea what might make a ghosted enemy not flash? To my knowledge I haven't set anything that would cause this behavior, but my boss isn't flashing for whatever reason.

Also, is there any way to make it so that some of ghost.zh's constants are different for different quests? Like the shadow graphics for example.

Edited by Moosh, 30 April 2012 - 09:41 AM.


#110 MoscowModder

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Posted 30 April 2012 - 10:12 AM

For the constants, just make a copy of ghost.zh for each quest.

#111 Orithan

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Posted 30 April 2012 - 04:18 PM

QUOTE(MoscowModder @ May 1 2012, 01:12 AM) View Post

For the constants, just make a copy of ghost.zh for each quest.

...Or cut and paste these constants into your script files and modify them from there.

#112 SpacemanDan

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Posted 30 April 2012 - 04:47 PM

Are the tiles in 8bit mode? I know that sounds simple but it never hurts to check right? :3

#113 Moosh

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Posted 30 April 2012 - 08:03 PM

Nope, they're not in 8-bit mode...

#114 Saffith

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Posted 30 April 2012 - 09:16 PM

QUOTE(Moosh @ Apr 30 2012, 10:36 AM) View Post
Any idea what might make a ghosted enemy not flash? To my knowledge I haven't set anything that would cause this behavior, but my boss isn't flashing for whatever reason.

Is it being hurt normally, or is its HP being set in the script? Does Ghost_StartFlashing() work?

QUOTE
Also, is there any way to make it so that some of ghost.zh's constants are different for different quests? Like the shadow graphics for example.

Separate copies, that's all you can do.

#115 Moosh

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Posted 30 April 2012 - 10:01 PM

QUOTE(Saffith @ Apr 30 2012, 08:16 PM) View Post

Is it being hurt normally, or is its HP being set in the script? Does Ghost_StartFlashing() work?\

It's being hurt normally. Ghost_StartFlashing() does nothing.
QUOTE(Saffith @ Apr 30 2012, 08:16 PM) View Post

Separate copies, that's all you can do.

Could I maybe take the shadow constant out of ghost.zh and then set it before importing ghost.zh?

#116 Saffith

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Posted 30 April 2012 - 11:35 PM

QUOTE(Moosh @ Apr 30 2012, 11:01 PM) View Post
It's being hurt normally. Ghost_StartFlashing() does nothing.

If you change Ghost_CSet, does that work? Could there be another script interfering?
Kind of a long shot, but is is possible you just can't tell it's flashing? It cycles through CSets 6-9; if the colors it uses are the same in all of those, you won't see anything.

QUOTE
Could I maybe take the shadow constant out of ghost.zh and then set it before importing ghost.zh?

Okay, I guess you can do that, too.

#117 Moosh

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Posted 01 May 2012 - 12:12 AM

Changing CSets works fine. Here's the script, maybe you can figure out what I'm doing wrong from this (besides everything):
Warning: Horrific buggy Notchcode lies within


#118 Saffith

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Posted 01 May 2012 - 01:15 AM

I wonder if the calls to Ghost_Transform are overriding the flashing? I don't think they would, but I don't see anything else.
If you only want to change the combo, just set Ghost_Data. You can also tell Ghost_Transform to ignore the CSet by passing in -1 for that argument. Does changing or replacing those two calls fix it?

#119 Moosh

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Posted 01 May 2012 - 06:38 AM

QUOTE(Saffith @ May 1 2012, 12:15 AM) View Post

I wonder if the calls to Ghost_Transform are overriding the flashing? I don't think they would, but I don't see anything else.
If you only want to change the combo, just set Ghost_Data. You can also tell Ghost_Transform to ignore the CSet by passing in -1 for that argument. Does changing or replacing those two calls fix it?

Haha! Oh wow! I didn't even realize that I was transforming it every frame there (or that Ghost_Data existed). That fixed it alright.

Now I have another problem though. There's an invisible hitbox about 2 or 3 tiles to the right of the boss. It doesn't take damage when I swing at it, but it does damage as if the boss is hitting me...

#120 Saffith

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Posted 01 May 2012 - 09:58 AM

I don't know... I tried it out, and I'm not seeing that. Are you using damage combos, perhaps? That's all I can think of so far.


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