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Thread: EWeapon Maker

  1. #1
    Wizrobe Nightmare's Avatar
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    EWeapon Maker

    This would be nice. Sometimes I would like for different e-wrapons to have different sprites, like say Wizzrobe magic, Fireballs blockable looking different from unblockable, things like that.

    Also, it'd be a nice option to have fireballs blockable and unblockable out of the box, so you can have Gleeoks, Gohmas, and Manhandlas have blockable fireballs, and Aquamentus has unblockable ones. -1 scripts sometimes work, but also have some weird effects if other enemies are on the screen (like Wizzrobe magic going an inverse direction if they're on the screen with an unblockable enemy)

    -James

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  2. #2
    The Timelord
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    ZoriaRPG's Avatar
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    Quote Originally Posted by Nightmare View Post
    This would be nice. Sometimes I would like for different e-wrapons to have different sprites, like say Wizzrobe magic, Fireballs blockable looking different from unblockable, things like that.
    This is already in 2.60.




    Also, it'd be a nice option to have fireballs blockable and unblockable out of the box, so you can have Gleeoks, Gohmas, and Manhandlas have blockable fireballs, and Aquamentus has unblockable ones. -1 scripts sometimes work, but also have some weird effects if other enemies are on the screen (like Wizzrobe magic going an inverse direction if they're on the screen with an unblockable enemy)

    -James
    A full 'weapon editor' is planned, but it will take a while to implement, along with weapon and npc scripts.


    Featured Scripts & Headers: RPG.zh ( v. a0.97.1 ) ( RPG.zh Thread ) | Zelda 3 Thief's Town Treasure Chest Minigame (ffc) | Bobomb (enemy)
    ZScript & ZC-Related Pastebin | Quests and ZScript Repository | ZC Dev & Betas | Latest ZC 2.54 Beta | YouTube Channel
    All of the code that I create and publish here is free for use, modification and distribution under the GPL v2.0, or v3.0 where applicable..

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Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
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