Yes... I know that Alucard648 just released his stdWeapons.zh. And yes, I do know that others have released and done things related to lweapons in the past. However, up until now; I've been unable to understand any of these.
So, I went to the files in ghost.zh that deal with eweapon handling and reverse engineered a lot of the stuff in there to work with lweapons. Then I kind of went crazy.
This is a completely untested set of scripts, many of which may not work as intended. The only advantage over stdWeapons.zh? This uses the global script, rather than ffcs.
Most of the functions within are designed to deliberately mimic the functions from ghost.zh, so that people who can already use that can start playing around with these at once.
Here's what is supported and tested so far.
Normal lweapons.
Sine wave movement.
Projectile homes in on enemies.
This is the stuff that's untested as of yet, but should work.
Large lweapons.
Thrown projectiles.
LWeapons that fall from the sky.
LWeapons that move in a circle around Link.
LWeapons with a limited lifespan.
LWeapon death effects.
The rest probably needs some work.
LWeapons that act like hookshots.
LWeapons that pick up items.
LWeapons that pierce enemies.
LWeapons that stun enemies.
LWeapons that are reflected by magic mirrors.
Any thoughts on this, bugs or possible suggestions for improvement would be appreciated.
Last, but not least... the script file.
I expect there to be numerous bugs.
Edited by ywkls, 03 July 2017 - 10:19 PM.