Edited by Valerie, 08 September 2020 - 04:25 PM.
Lanmola tiles overlap feature?
#1
Posted 08 September 2020 - 04:12 PM
#2
Posted 13 September 2020 - 12:20 AM
err, this sounds a lot more like you are reporting a bug than requesting a feature.
#3
Posted 25 September 2020 - 04:01 PM
#4
Posted 26 September 2020 - 02:03 AM
err, this sounds a lot more like you are reporting a bug than requesting a feature.
No, it's because the spawn order and order of the sprites on the screen is always head first, and then of course, hp shuffle occurs. As a result, the directions where the head should overlap do not overlap as they would on the Super Famicom game. This is a request that would need a fundamental change in how elanmola and eslanmola work internally, or a new enemy entirely. The head and tail would need to change screen index based on the enemy direction.
npc script bslanmola { void run() { while(1) { if(this->Core) { if(this->Dir == DIR_DOWN) { Screen->FastTile(2, this->X+this->DrawXOffset, this->Y+this->DrawXOffset, this->Tile, this->CSet, 128; } } Waitframe(); } } }
In 2.55, this should correct it by redrawing the head over the body, if you attach it to a lanmola enemy.
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