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[2.55 a92] X/Y Item Bugs


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#1 Mitchfork

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Posted 19 March 2021 - 11:09 AM

I've already reported this stuff to Zoria on the development Discord, but also wanted to post this here so that it's more permanently logged and others can post their own findings...
  • Swords cannot charge if they are on the X/Y buttons. I don't know any other items that require you to hold the button down, but these may be similarly bugged.
  • L/R switching of the B button doesn't take into account the equipped items on X/Y. I imagine that this is also bugged for EX3/EX4 switching the A button.
  • There seems to be a separate L/R/EX3/EX4 behavior if a script sets ItemA, ItemB, ItemX, and ItemY. This doesn't seem to update the switch list properly.
Additionally, the following is not really a "bug" but would be really, really good in the implementation - right now you can equip the same item to multiple slots. It would be much nicer if it worked like the current A/B button switching where it "takes" the item from any slot that it's currently in.

Additionally, it would be good to have CB_X and CB_Y constants in std.zh (of course these would be identical to CB_EX1 and CB_EX2).

Overall functionality and reading/writing ItemX/ItemY from script seems totally correct from my testing though.

Edited by Mitchfork, 19 March 2021 - 11:39 AM.


#2 P-Tux7

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Posted 20 March 2021 - 09:43 PM

I've already reported this stuff to Zoria on the development Discord, but also wanted to post this here so that it's more permanently logged and others can post their own findings...

  • Swords cannot charge if they are on the X/Y buttons. I don't know any other items that require you to hold the button down, but these may be similarly bugged.
  • L/R switching of the B button doesn't take into account the equipped items on X/Y. I imagine that this is also bugged for EX3/EX4 switching the A button.
  • There seems to be a separate L/R/EX3/EX4 behavior if a script sets ItemA, ItemB, ItemX, and ItemY. This doesn't seem to update the switch list properly.
Additionally, the following is not really a "bug" but would be really, really good in the implementation - right now you can equip the same item to multiple slots. It would be much nicer if it worked like the current A/B button switching where it "takes" the item from any slot that it's currently in.

Additionally, it would be good to have CB_X and CB_Y constants in std.zh (of course these would be identical to CB_EX1 and CB_EX2).

Overall functionality and reading/writing ItemX/ItemY from script seems totally correct from my testing though.

 

1. Does this change depending on if you enable that the sword is only on A?

2. See below

As for the "not a bug" part, I think it's a pretty good idea. Multiple games have it where you can use a button to the left/right of the attack button as a jump button, for instance, and this is pretty useful for an item that you want to be using a lot like the Roc's Feather or sword.



#3 Emily

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Posted 26 July 2021 - 09:12 PM

I've already reported this stuff to Zoria on the development Discord, but also wanted to post this here so that it's more permanently logged and others can post their own findings...

  • Swords cannot charge if they are on the X/Y buttons. I don't know any other items that require you to hold the button down, but these may be similarly bugged.
  • L/R switching of the B button doesn't take into account the equipped items on X/Y. I imagine that this is also bugged for EX3/EX4 switching the A button.
  • There seems to be a separate L/R/EX3/EX4 behavior if a script sets ItemA, ItemB, ItemX, and ItemY. This doesn't seem to update the switch list properly.
Additionally, the following is not really a "bug" but would be really, really good in the implementation - right now you can equip the same item to multiple slots. It would be much nicer if it worked like the current A/B button switching where it "takes" the item from any slot that it's currently in.

Additionally, it would be good to have CB_X and CB_Y constants in std.zh (of course these would be identical to CB_EX1 and CB_EX2).

Overall functionality and reading/writing ItemX/ItemY from script seems totally correct from my testing though.

 

1. Fixed
2. Fixed

3. Not a bug, the script-writing of those variables acts as an override, and is not the same as selecting them with the engine subscreen. You'd want a scripted L/R swap for this.

4. Fixed

5. Gonna talk with Zoria about adding CB_X/CB_Y constants... mostly, because I want to suggest adding a proper X/Y button, instead of just using Ex1/Ex2. 


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