Sprite Rotation
As of the upcoming Alpha 17, it is possible to arbitrarily rotate sprited objects (lweapon, eweapon, npc, item, and Link).
lweapon script rotate { void run(bool acw, int degrees_per_frame) { while(this->isValid()) { if ( acw ) { this->Rotation -= degrees_per_frame; if ( this->Rotation < 0 ) this->Rotation += 360; } else { this->Rotation += degrees_per_frame; if ( this->Rotation > 359 ) this->Rotation -= 360; } Waitframe(); } } }
Weapons
Link
Weapon Editor Expansion
With all luck, I'll have this ready for Alpha 17. This will cover hammer, boomerang, fire, arrow, and a few other types, with regard to triggering secrets, and reacting to combos.
Solid FFCs
I managed to start this can of worms, and I have some basic aspects of ffc solidity working.
Item Sprite Scripts
This is a new script type, that runs on items that are visible on the screen, such as enemy drops. The structure is similar to lweapon, and npc scripts.
Combo Attributes
While you can at present set attributes for combos, no combo uses them internally. I hope to have three new combo types that do, in the near future:
Weapon->Next : As Slash->Next, but it reacts to any weapon from a flagset controlled by its attributes in the Combo Editor.
Adjust Counter : Similar to damage combos, and faerie combos, this would adjust a counter by a specific amount or a gradual amount every n frames. The affected counter, the amount, and the timer would be set in the Combo Editor.
Weapon->Secret : This would trigger a secret number specified in the Combo Editor, when a weapon from the list of weapon flags touches it.
You can look forward to some of these in the near future.