Jump to content

Photo

Zelda Classic 2.55 Alpha 17 (Official)

Alpha Æternal AEternal 2.55 item sprite script scripts

  • This topic is locked This topic is locked
3 replies to this topic

#1 ZoriaRPG

ZoriaRPG

    The Timelord

  • ZC Developers
  • Gender:Unspecified
  • Location:Prydon Academy

Posted 09 April 2019 - 11:56 AM

Zelda Classic AEternal, v2.55, Alpha 17 (Win32, 35MB)
 
Changelog for 2.55 on GitHub.


Overview
Removed the following Modules from the core package:

  •     Demo, Expo, PhantomMenace.

    
These are now available on https://zeldaclassic.com/downloads
    

This reduces the package size to 35MB.
 
Adds new enemy defence resolutions, as follows:

  •     Split: The enemy splits into other enemies when hit by a specific weapon type.
  •     Summon: The enemy summons other enemies when hit by a specific weapon type.
  •     Bomb Explosion: The enemy dies in a normal bomb explosion.
  •     Superbomb Explosion: The enemy dies in a super bomb explosion.
  •     Harmless Explosion: A purely visual superbomb blast that does not hurt Link.

 

 

255-a17-enemy-editor.png

 

 

Fixed a bug in the Easter Egg for Lüt  in 1st.qst, and added his init ZASM to 2nd.qst.
Added a compatibility rule for pre-2.50.2 Bitmap draw offsets (so that the user can manually enable this bit; see Quest 744).
Added a compatibility rule for pre-2.50.2 Bombchu behaviour (see HeroOfFire quests).

 

 

http://timelord.inso...compatrules.png
 

Added Sprite Script to the item Editor.

  • For now, it shares its InitD with the Item Action, and item Collect scripts.

 

255-a17-item-editor.png

 

 

Adds expanded Compiler Settings dialogue in ZQuest:

  • You can now set multiple #include paths.
  • You can now change the identifier of the run() function.
  • You can now set a variety of compiler options and flags.
    • e.g. Enable header guards.
    • e.g. Enable Non-halt error logging.

 

255-a17-compiler-settings-global.png

 

255-a17-compiler-settings-quest.png

 

 

ZScript
Adds sprite scaling and rotation options to ZScript.
Adds the itemsprite script type.

 

 

255-a17-assign-scripts.png

 

 

Added item->Script, to set the sprite script for items.
Added npcdata->GetName(). This works in the same manner as npc->GetName(), but you need not spawn an npc to use it.

Parser
Added this pointer for hero script and screendata script.
Added until, which is the inverse of while:
   

Example:

int x;

do

{

x = Rand(1,20);

}until(x > 9);
  •     This is faster (fewer ZASM instructions) than while(!value).
     

The parser now has options not to halt when reporting script errors, so that you can view a list of errors at one time.
The parser now supports the standard C-style #include directive, with  automated header guards.
Added a flag that allows using 214748 as the max literal, instead of 214748 .


  • ShadowTiger and Aquamentus (Facing Right) like this

#2 a30502355

a30502355

    Hi

  • Members
  • Real Name:Xavier
  • Gender:Male
  • Location:Oregon

Posted 12 April 2019 - 08:21 PM

My global scripts aren't working anymore when I transferred my quest over. I'm very indifferent to how you changed Zscript compliers in this version and alpha 16. I'm simply just not used to it. And I'm not sure if I'm willing to continue to commit myself to keep updating to new alphas that come out so frequently. 



#3 ZoriaRPG

ZoriaRPG

    The Timelord

  • ZC Developers
  • Gender:Unspecified
  • Location:Prydon Academy

Posted 12 April 2019 - 08:32 PM

My global scripts aren't working anymore when I transferred my quest over. I'm very indifferent to how you changed Zscript compliers in this version and alpha 16. I'm simply just not used to it. And I'm not sure if I'm willing to continue to commit myself to keep updating to new alphas that come out so frequently. 

 

In what way have they broken? I have yet to encounter a script that operates differently in 2.55 in a way that affects gameplay.

 

you can disable newer features in the compiler if needed, but we'd need to know what specifically you mean.

 

Also, copy ./include/std.zh over the file std.zh in the base of the ZC path. I put the wrong in the Zip.



#4 a30502355

a30502355

    Hi

  • Members
  • Real Name:Xavier
  • Gender:Male
  • Location:Oregon

Posted 12 April 2019 - 08:37 PM

Also, copy ./include/std.zh over the file std.zh in the base of the ZC path. I put the wrong in the Zip.

I'm not sure what that means, but I think that could be a solution to my problem.

 

And and if you wanted to know the specific scripts. It's Moosh's Pit Script and the Pegasus Boots Script.


Edited by a30502355, 12 April 2019 - 08:40 PM.




Also tagged with one or more of these keywords: Alpha, Æternal, AEternal, 2.55, item, sprite, script, scripts

1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users