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HitBox Engine?

custom hitbox

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#1 Shadowblitz16



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Posted 28 October 2016 - 07:51 PM

ok so this is a really big suggestion I am unable to script since I am still learning zscript and such


can someone make a header file / library so that me and other users can offset Link's, NPC's/Enemies, and Combo Hitboxes?


basicly Link's  NPC's/Enemies, and Combo's Hit Boxes would be offsettable from the top, bottom, left, and right side.


Combo's would just be for things like GB style water where Link and NPC's/Enemies fall into the water if they even if they are not fully on the Combo


Link and NPC's/Enemies hitboxes adjustments would be for collision with solid walls and each other



currently there is not direct support for hitbox modification however I don't think its impossible for something like this to be scripted


I think the header file should be called HitBox.zh


I don't know if zelda classic is still being updated and/or what the frequency of updates have been in the past

but I don't really feel like waiting until they release a way of doing this inside ZQuest or ZScript without programming a new collision engine


If you agree with me feel free to share


#2 ZoriaRPG


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Posted 12 November 2016 - 07:33 AM

It seems that you are working on this yourself. If you want any help, let me know, as I've done this in the past. In fact, I've made some quite bizarre custom hitbox overlays for ZC, that I was telling Moosh about earlier, to replicate the Ys style battle mechanics.

I wouldn't mind combining this into HurtEffects.zh, for Link.

NPC hitboxes don't need a header, as their ZScript vars actually work. Combos don't have hitboxes at all, thus if you want to adjust collision with combos, you simply make alternate collision, or distance functions. The proposed updates to std.zh have some functions that I made, that would work well there, including Collision(int cmb), with some variations for offsets, and DistXY(int cmb); both of which would work well for checking this sort of thing.

Alucard also made some extensive collision checking functions for step collision with combos that he has in stdCombos.zh.

P.S. I use DistXY() in my own pit scripts, as it gives me greater precision than ComboAt() or raw Collision().

Edited by ZoriaRPG, 12 November 2016 - 07:44 AM.

#3 Shadowblitz16



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Posted 27 December 2016 - 01:35 PM

ok I will keep this in mind

I currently am just waitly for a zc update the allows custom link collisions

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