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Drowning Damage


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#16 Emily

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Posted 15 May 2021 - 10:33 AM

Is this in any of the alphas yet?

Unfortunately, doesn't appear so. Latest alpha is from about 2 weeks before it was added.

...really need to get a new alpha out soon, I think.



#17 Dimi

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Posted 15 May 2021 - 11:07 AM

Among other things, the water changes don't just stop at water combos. Zoras now have a bunch of flags to make them less dumb. Now you can have Zoras that stay dead like normal enemies, Zoras that don't heal when they go underwater, Zoras that swim in lava, etc. Enemies can also now be knocked back into and down in water should you have the appropriate flags checked.

Water now also lets you not swim through solid parts of it (like it *should* have been) with a QR, you can now have quarter tile water, and not only can you set drowning damage, but you can also have water and shallow water be poisonous (or healthy) with a customizable Y damage/heal every X frames. 

Also, Shallow Water now has a QR that changes it's collision to match water's collision, and also draws the shallow water animation when you're just toeing a water combo while still on shallow water. I hated that old collision, it was dumb.
 

Make a platform stop? No script required. Make it start again after stopping? Script required.


Actually, the latter part is false. Changers carry over Init Delay, so if you want a platform to stop for a few seconds before moving again, you can just give the changer an init delay.



#18 Emily

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Posted 15 May 2021 - 05:31 PM

Among other things, the water changes don't just stop at water combos. Zoras now have a bunch of flags to make them less dumb. Now you can have Zoras that stay dead like normal enemies, Zoras that don't heal when they go underwater, Zoras that swim in lava, etc. Enemies can also now be knocked back into and down in water should you have the appropriate flags checked.

Water now also lets you not swim through solid parts of it (like it *should* have been) with a QR, you can now have quarter tile water, and not only can you set drowning damage, but you can also have water and shallow water be poisonous (or healthy) with a customizable Y damage/heal every X frames. 

Also, Shallow Water now has a QR that changes it's collision to match water's collision, and also draws the shallow water animation when you're just toeing a water combo while still on shallow water. I hated that old collision, it was dumb.
 


Actually, the latter part is false. Changers carry over Init Delay, so if you want a platform to stop for a few seconds before moving again, you can just give the changer an init delay.

. . . Init Delay is a thing that I did not know existed until this very moment.

 

Regardless, if you want a platform that *pulls Link with it as it moves*, that still needs a script. Unless you've magic'd up an ffc flag for that, Dimi?


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#19 P-Tux7

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Posted 15 May 2021 - 06:15 PM

I would like to request "flipper levels" as well. For example, shallow water, normal water, lava, or swamps can require different flippers. This might be a good time to convert heavy combos to have a "bracelet level" requirement instead of just having (None), L2 and L3 hardcoded ones, as well.



#20 Dimi

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Posted 15 May 2021 - 07:10 PM

. . . Init Delay is a thing that I did not know existed until this very moment.

 

Regardless, if you want a platform that *pulls Link with it as it moves*, that still needs a script. Unless you've magic'd up an ffc flag for that, Dimi?

The problem is that I want to implement it for solid ffcs too, and I just can't figure out the math for having those push Link.

 

I would like to request "flipper levels" as well. For example, shallow water, normal water, lava, or swamps can require different flippers. This might be a good time to convert heavy combos to have a "bracelet level" requirement instead of just having (None), L2 and L3 hardcoded ones, as well.

When I said "among other things", those were included as "among other things.

There's also a specific flag for "can swim in lava", so you can have level 2 flippers that can swim in both water and lava, and level 3 flippers that can swim in deep water and water but not lava, and etc.

Also, to answer the original question: There is now a QR that upgrades the detection for swimming. This QR makes it so that you can get out of the water onto an FFC. You could walk on FFCs over water before, but it was buggy and broke if you had the flippers (if you couldn't walk on it at all, make sure that A: it's not ethereal, B: it's not a changer, and C: the effectwidth/effectheight are pixel correct (16 pixels per tile)); now you can just use FFCs as a moving platform as intended without bugs. Eventually I'll add a flag that makes the FFC pull you along with it, but again I'd want to implement that for Solid FFCs too.



#21 P-Tux7

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Posted 15 May 2021 - 08:12 PM

The issue with solid FFCs is also that you have to have them squish Link, too.



#22 Emily

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Posted 15 May 2021 - 08:54 PM

^ Which would require squish damage, stored somehow, and FFCs don't have room, and can *NOT* be expanded.

...The solution I'd use is to have it work like gravity, set in Init Data, and modifiable by script- global to all FFCs.

You also could have a QR for 'No Squish', which would make the FFC stop if it would squish anything, waiting for it to move out of the way to keep moving. Or any number of things, really; sideview ladders/platforms have like 5 qrs or some shit just for different settings, so don't feel bad using a few for other things too!




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