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stdCombos.zh Generalized way to define interaction with combos.

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#1 Alucard648

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Posted 14 April 2014 - 01:50 PM

All right! This is the header designed to generalize interaction between various objects (FFC`s, weapons, Link etc.) and combos. The header is currently beta as bugs may pop up during this beta-testing process. Header download:

http://purezc.magesg...pt/stdCombos.zh

Test quest: http://www.mediafire...stomcomboss.qst "R" to read signs in test quest. Most functions in this header return INT which means first combo in screen array that has tripped collision. If you want to just check if there is a collision with combo with a given type/flag use condition this:

if (ComboFlagCollision ( flag, this) > -1){ 
//Collision between flagged combo (not inherent flag!) and FFC.
 //foo}

Edited by Alucard648, 24 June 2014 - 02:08 PM.


#2 Master Maniac

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Posted 14 April 2014 - 03:36 PM

Could you provide a description of everything we're supposed to do in the test quest? Kinda feel like I didn't do everything I was supposed to. Or was it just those 3 screens?



#3 Alucard648

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Posted 15 April 2014 - 03:21 AM

There are signs in those screens. Stand on of these signs and press "R" to read.

 

1. Left screen. Spikes deal exactly 3 hearts in damage.

2. Center screen. Find the whip-like item in subscreen and use it on those brick blocks.

3. Right screen. Try to make it so Mirror Wizzrobe`s projectile (not blue one) hits rhombus-shaped crystal. This creates staircase where the trasure awaits you.

 

Or was it just those 3 screens?

Yes. There are only 3 screens here.


Edited by Alucard648, 15 April 2014 - 03:22 AM.


#4 Master Maniac

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Posted 15 April 2014 - 12:01 PM

There are signs in those screens. Stand on of these signs and press "R" to read.

 

1. Left screen. Spikes deal exactly 3 hearts in damage.

2. Center screen. Find the whip-like item in subscreen and use it on those brick blocks.

3. Right screen. Try to make it so Mirror Wizzrobe`s projectile (not blue one) hits rhombus-shaped crystal. This creates staircase where the trasure awaits you.

 

Yes. There are only 3 screens here.

 

Ohh, I see. I tried my damnedest to get into those caves on the first screen, and I guess that's not what I'm supposed to be doing.

 

HOWEVER, I do like what you've done here. More detailed item-to-environment interaction than one would typically see in a quest, for sure.

 

I haven't seen the actual ZH file yet, but I have to ask, is there functions for breakable combos, like the brick blocks? To handle "particles" and such?



#5 Alucard648

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Posted 15 April 2014 - 01:16 PM

I haven't seen the actual ZH file yet, but I have to ask, is there functions for breakable combos, like the brick blocks? To handle "particles" and such?

Particles are work of completely different header named "animation.zh". It`s still in to-do list to implement shard particle animation.



#6 Master Maniac

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Posted 15 April 2014 - 02:20 PM

Particles are work of completely different header named "animation.zh". It`s still in to-do list to implement shard particle animation.

 

Coincidentally, I'm also working on particles. Having issues, of course. It would seem that Screen->Drawtile hates me :P

 

I can't seem to get more than one tile to draw at a time  for some reason, no matter how many times DrawTile is called.



#7 Timelord

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Posted 17 April 2014 - 04:51 AM

You may want to consider global use of these functions too. For example,
with ComboTypeCollision:

If I want to use this to read if an LW touches a combo of a specific type, and then change that combo on collision.

You also have declarations/functions with identical names:

int ComboTypeCollision

This is declared in an identical manner (the same name declaration for this int) in at least three places.

At some point, I would really like to see examples of using each function in a script, that essentially operates as a manual.

I was thinking of using this in making a generic changing script, that converts any single combo, to a different combo, when a specific LW touches it, a specific enemy touches it, a FFC touches it, or Link touches it; as part of a global function set, which I think would be important for this kind of header, but I don't think this will work as-is.

Combo changing functions would also be wise in a future version.

#8 Alucard648

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Posted 24 June 2014 - 02:05 PM

Updated StdCombos.zh:

 

1. Fixed nasty bug that had resulted in wrongly calculated collision detection involving extended hitboxes.

2. Added functions for interacting between dropped items and combos.

3. Added functions for interacting with specific "hard-coded" combos in combo table.

4. Added duplicate functions with reversed order of arguments (like collision functions in std.zh).

 

Download: http://purezc.magesg...pt/stdCombos.zh





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