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Thread: Fire Rod

  1. #11
    The Timelord ZC Developer ZoriaRPG's Avatar
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    [double-post] Please remove.


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  2. #12
    Octorok Lelouche Vi Britannia's Avatar
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    Thanks. I don't get off work till kinda late and won't have much time tonight, but I'll definitely have some info for you by tomorrow.

  3. #13
    The Timelord ZC Developer ZoriaRPG's Avatar
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    Quote Originally Posted by Lelouche Vi Britannia View Post
    Thanks. I don't get off work till kinda late and won't have much time tonight, but I'll definitely have some info for you by tomorrow.
    There is obviously no rush on my end of things.


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  4. #14
    Octorok Lelouche Vi Britannia's Avatar
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    Well this is frustrating... I can't seem to run 2.53 for some reason. It keeps giving me an error.

    Failed to execute ./zquest-w.exe : 5.
    Lost my wings and grew 8 tentacles... I've seen enough Hentai to know where this is going....

  5. #15
    Octorok Lelouche Vi Britannia's Avatar
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    NM I figured it out. Avast was acting stupid and trying to "protect" me from the file. lol.
    Lost my wings and grew 8 tentacles... I've seen enough Hentai to know where this is going....

  6. #16
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    Ok let's begin...

    First, still had a couple of minor errors but was easy to fix (one spelling error and two instances of Right direction instruction, I changed the first one to a Left and that fixed the graphic issue with the projectile).

    During test, the bolt is appear just behind Link before flying forward. This is only visible when firing Left and Right.

    Would still like to see an actual weapon held out when used, but I figured out how to do that with my earlier attempt. Is there an easier way to do it in 2.53?

    The slightly modded code follows... only error corrected for now. Not sure what I would need to change to get the bolt to look right on the left/right firing, or if that can even be fixed at this stage.

    Code:
    import "std.zh"
    
    global script Active
    {
    	void run()
    	{
    		DoFireRod();
    		DarkRoom(DARKROOM_LAYER, false, BITMAP_DARKNESS);
    		Waitdraw();
    		Waitframe();
    	}
    }	
    
    ////////////////////////////
    /// Simple Firerod       ///
    /// v0.3                 ///
    /// By: ZoriaRPG         ///
    /// 24th September, 2017 ///
    ////////////////////////////
    /// Note: All of this is ugly. In 2.54, you will be able to set NPCs to specific script defences, so you can use a real
    ///       FLAME weapon that you set up, and 2.54 may add SCRIPT weapon triggers to combos, as well. 
    
    
    int LightSources[3120]; //All the light source metrics for drawing, per frame. 
    //x, y, diameter: 176 combos * 3 layers, (255 weapons * 2) * 3
    
    //Settings
    const int LW_CUST_FLAME 	= 31; //Script 1
    const int FIREROD_MIN_STEP 	= 100;
    const int FIREROD_DAMAGE 	= 4;
    const int FIREROD_MISC_INDEX 	= 1;
    const int FIREROD_FLAME_FLAG 	= 00001000b;
    const int FIREROD_FLAME_SPRITE 	= 89;
    const int BLANK_FIRE_SPRITE 	= 90; //Should be a blank tile sprite.  
    
    //The diameter of the light source for combos.
    const int LIGHT_SOURCE_COMBO_RADIUS_MIN = 29;
    const int LIGHT_SOURCE_COMBO_RADIUS_MAX = 33;
    //The diameter of the light source for weapons. 
    const int LIGHT_SOURCE_WPN_RADIUS_MIN = 22;
    const int LIGHT_SOURCE_WPN_RADIUS_MAX = 26;
    
    const int BITMAP_DARKNESS = 2; //The bitmap ID to use for the darkness effect.
    const int DARKROOM_LAYER = 7; //The layer to blit the output bitmap.
    const int COLOUR_BLACK = 0x0F; //A  black colour swatch in your palette. 
    
    const int LIGHT_SOURCE_CIRCLE_SCALE = 1; //Scale and layer args for the colour-0 circles. 
    const int LIGHT_SOURCE_CIRCLE_LAYER = 0;
    
    item script BasicFireRod{
    	void run(int sprite, int damage, int step_speed){
    		Link->Action = LA_ATTACKING;
    		lweapon flame = Screen->CreateLWeapon(LW_CUST_FLAME);
    		flame->X = Link->X;
    		flame->Y = Link->Y;
    		flame->UseSprite(Cond(sprite > 0, sprite, FIREROD_FLAME_SPRITE));
    		flame->Dir = Link->Dir;
    		if ( Link->Dir == DIR_UP ) {
    			flame->Y -= 16;
    		}
    		if ( Link->Dir == DIR_DOWN ) {
    			flame->Flip = FLIP_VERTICAL;
    			flame->Y += 16;
    			
    		}
    		if ( Link->Dir == DIR_LEFT ) {
    			flame->Flip = ROT_CCW;
    			flame->X += 16;
    		}
    		if ( Link->Dir == DIR_RIGHT ) {
    			flame->Flip = ROT_CW;
    			flame->X -= 16;
    		}
    		//Ternary would help here, as it would jus tbe:
    		//flame->Step = step_speed > 0 ? step_speed : FIREROD_MIN_STEP; 
    		//sigh. 
    		flame->Step = Cond(step_speed > 0, step_speed, FIREROD_MIN_STEP); 
    		flame->Damage = Cond(damage > 0, damage, FIREROD_DAMAGE); 
    		//! Damage is forwarded to the real fire weapon via the global active script.
    		flame->Misc[FIREROD_MISC_INDEX] |= FIREROD_FLAME_FLAG; //Mark it for detection. 
    		flame->HitYOffset = -214747; //Move the true hitbox offscreen so that it cannot trigger or hit anything. 
    		//! The global active script handles real collisions. 
    	}
    }
    
    //Returns true if the combo at '(x, y)' has either an inherent or place flag of type 'flag'
    bool ____LayerComboFI(int pos, int flag, int layer){
    	return GetLayerComboF(layer,pos) == flag || GetLayerComboI(layer,pos) == flag;
    }
    
    
    
    //Call before Waitdraw. 
    void DoFireRod(){
    	int cmb_pos; bool makeflame; int flags[3]={CF_CANDLE1, CF_CANDLE2};
    	for ( int q = Screen->NumLWeapons(); q > 0; q-- ) {
    		lweapon l = Screen->LoadLWeapon(q);
    		if ( l->ID == LW_CUST_FLAME ){
    			if ( l->Misc[FIREROD_MISC_INDEX]&FIREROD_FLAME_FLAG ) {
    				//We make a real dire weapon on top of fire trigger combos. 
    				cmb_pos = ComboAt(l->X, l->X);
    				for ( int q = 0; q < 3; q++ ) {
    					for ( int w = 0; w < 2; w++ ) {
    						if ( ____LayerComboFI(cmb_pos, flags[w] , q ) ) {
    							lweapon makefire = Screen->CreateLWeapon(LW_FIRE);
    							makefire->X = ComboX(cmb_pos);
    							makefire->Y = ComboY(cmb_pos);
    							makefire->UseSprite(BLANK_FIRE_SPRITE);
    							makefire->Misc[FIREROD_MISC_INDEX] |= FIREROD_FLAME_FLAG;
    							SetLayerComboF(LAYER_TORCH_FLAG, cmb_pos, CF_LIT_TORCH);
    						}
    					}
    				}
    				//Make fire weapon on enemies on collision if the enemy has its hitbox enabled, and on-screen.
    				for ( int e = Screen->NumNPCs(); e > 0; e-- ) {
    					npc n = Screen->LoadNPC(e);
    					if ( !n->CollDetection ) continue; 
    					if ( n->HitXOffset < 0 ) continue;
    					if ( n->HitXOffset > 255 ) continue;
    					if ( n->HitYOffset < 0 ) continue;
    					if ( n->HitYOffset > 255 ) continue;
    					if ( Collision(l,n) ){
    						lweapon makefire = Screen->CreateLWeapon(LW_FIRE);
    						makefire->Damage = l->Damage;
    						makefire->X = n->X + n->HitXOffset;
    						makefire->Y = n->Y + n->HitYOffset;
    						Remove(l); //Remove the fire rod object.
    						//Fire weapons on enemies should be real gfx. 
    						//makefire->UseSprite = BLANK_FIRE_SPRITE;
    					}
    				}
    			}
    		}
    	}
    }
    
    const int CF_LIT_TORCH = 99; //script 2. 
    const int LAYER_TORCH_FLAG = 0; //Look for them on his layer. 
    
    
    //Call before Waitdraw()
    //DarkDroom(DARKROOM_LAYER, false, BITMAP_DARKNESS);
    void DarkRoom(int layer, bool trans, int bitmap_id)
    {
    	int q[16]; int src; int cnt; 
    	int lightsourceflags[]={CF_LIT_TORCH}; 
    	q[9] = SizeOfArray(lightsourceflags);
    	int lightsourceflaglayers[]={LAYER_TORCH_FLAG};
    	q[15] = SizeOfArray(lightsourceflaglayers);
    	
    	for ( q[10] = SizeOfArray(LightSources); q[10] >= 0; q[10]-- ) { LightSources[ q[10] ] = -1; } //Wipe it every frame. 
    	Screen->SetRenderTarget(bitmap_id);
    	Screen->Rectangle(layer, 0, 0, 256, 256, COLOUR_BLACK, 100, 0, 0, 0, true, OP_OPAQUE);
    	//Add light sources to the array for combos. 
    	for ( q[0] = 0; q[0] < q[15]; q[0]++ ) 
    	{
    		//Check for light sources on layers
    		for ( q[1] = 0; q[1] < 176; q[1]++ ) 
    		{
    			//check all positions.
    			for ( q[2] = 0; q[2] < q[9]; q[2]++ ) 
    			{	//and all flags
    				if (  ____LayerComboFI(q[1], lightsourceflags[ q[2] ], lightsourceflaglayers[ q[0] ] ) ) 
    				{
    					LightSources[src] = ComboX(q[1]);
    					LightSources[src+1] = ComboY(q[1]);
    					LightSources[src+2] = Rand(LIGHT_SOURCE_COMBO_RADIUS_MIN, LIGHT_SOURCE_COMBO_RADIUS_MAX);
    					cnt++; 
    					src+=3;
    				}
    			}
    		}
    	}
    	//add light sources to the array for weapons
    	for ( q[4] = Screen->NumLWeapons(); q[4] > 0; q[4] -- )
    	{
    		lweapon l = Screen->LoadLWeapon(q[4]);
    		//for special fire rod weapons
    		if ( l->ID == LW_CUST_FLAME )
    		{
    			LightSources[src] = l->X + 8;
    			LightSources[src+1] = l->Y + 8;
    			LightSources[src+2] = Rand(LIGHT_SOURCE_WPN_RADIUS_MIN, LIGHT_SOURCE_WPN_RADIUS_MAX);
    			cnt++; 
    			src+=3;
    		}
    		//for fire weapons that are not dummy weapons
    		if ( l->ID == LW_FIRE )
    		{
    			if ( (l->Misc[FIREROD_MISC_INDEX]&FIREROD_FLAME_FLAG) != 0 ) 
    			{
    				LightSources[src] = l->X + 8;
    				LightSources[src+1] = l->Y + 8;
    				LightSources[src+2] = Rand(LIGHT_SOURCE_WPN_RADIUS_MIN, LIGHT_SOURCE_WPN_RADIUS_MAX);
    				cnt++; 
    				src+=3;	
    			}
    		}
    	}
    	
    	q[13] = cnt*3;
    	//Draw all light sources to the bitmap.
    	for ( q[12] = 0; q[12] <= q[13]; q[12] += 3 )
    	{
    		Screen->Circle(LIGHT_SOURCE_CIRCLE_LAYER, LightSources[ q[12] ], LightSources[ q[12]+1 ], LightSources[ q[12]+2 ], 0, LIGHT_SOURCE_CIRCLE_SCALE,
    		0,0,0, true, OP_OPAQUE);
    		if ( LightSources[ q[12] ] == -1 ) break; //Sanity check. 
    	}
    	
    	//! Blits
    	Screen->SetRenderTarget(RT_SCREEN);
    	// if ( trans )  //2.54+ stuff t/b/a
    	// {
    	//	Screen->DrawBitmapEx()
    	// }
    	// else {
    	Screen->DrawBitmap(layer, bitmap_id, 0, 0, 256, 176, 0, 0, 256, 176, 0, true);
    }
    Lost my wings and grew 8 tentacles... I've seen enough Hentai to know where this is going....

  7. #17
    The Timelord ZC Developer ZoriaRPG's Avatar
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    Quote Originally Posted by Lelouche Vi Britannia View Post
    Ok let's begin...

    First, still had a couple of minor errors but was easy to fix (one spelling error and two instances of Right direction instruction, I changed the first one to a Left and that fixed the graphic issue with the projectile).

    During test, the bolt is appear just behind Link before flying forward. This is only visible when firing Left and Right.
    This is because the first instance was supposed to be RIGHT, and the last, is LEFT. When you edited them, you accidentally transposed the offsets. Either flip the instances of flame->X += 16 and flame->X -= 16, or flip DIR_LEFT with DIR_RIGHT.

    Code:
    if ( Link->Dir == DIR_LEFT ) {
    			flame->Flip = ROT_CCW;
    			flame->X -= 16;
    		}
    		if ( Link->Dir == DIR_RIGHT ) {
    			flame->Flip = ROT_CW;
    			flame->X += 16;
    		}
    Would still like to see an actual weapon held out when used, but I figured out how to do that with my earlier attempt. Is there an easier way to do it in 2.53?
    The script already calls Link->Action = LA_ATTACKING. Is it not doing that, or did you want to see a physical wand item in his hands? That is relatively easy to add as a second lweapon, that uses a LW_SPARKLE type, and a sprite with the correct number of animation frames. The position of the fireball would need to be offset based on the LW_SPARKLE weapon as well.

    I'll add that in, when I have a chance.

    [The slightly modded code follows... only error corrected for now. Not sure what I would need to change to get the bolt to look right on the left/right firing, or if that can even be fixed at this stage.
    Fair enough. I will look at a diff, and see what you changed.
    Last edited by ZoriaRPG; 09-26-2017 at 12:51 AM.


    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..

  8. #18
    Octorok Lelouche Vi Britannia's Avatar
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    Whoops at the changed the wrong one, lol. I saw CCW and figured that was supposed to be the left one. Yeah seeing a visible rod would be cool and please, take your time. You're helping a lot as it is.

    The only real error correction then was just a typo... DarkDroom was supposed to be DarkRoom. Haven't tested that part of it yet.
    Lost my wings and grew 8 tentacles... I've seen enough Hentai to know where this is going....

  9. #19
    The Timelord ZC Developer ZoriaRPG's Avatar
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    Quote Originally Posted by Lelouche Vi Britannia View Post
    Whoops at the changed the wrong one, lol. I saw CCW and figured that was supposed to be the left one. Yeah seeing a visible rod would be cool and please, take your time. You're helping a lot as it is.

    The only real error correction then was just a typo... DarkDroom was supposed to be DarkRoom. Haven't tested that part of it yet.

    Revisions to add the rod weapon.
    Spoiler: show
    Code:
    ////////////////////////////
    /// Simple Firerod       ///
    /// v0.4                 ///
    /// By: ZoriaRPG         ///
    /// 26th September, 2017 ///
    ////////////////////////////
    /// Note: All of this is ugly. In 2.54, you will be able to set NPCs to specific script defences, so you can use a real
    ///       FLAME weapon that you set up, and 2.54 may add SCRIPT weapon triggers to combos, as well. 
    
    
    int LightSources[3120]; //All the light source metrics for drawing, per frame. 
    //x, y, diameter: 176 combos * 3 layers, (255 weapons * 2) * 3
    
    //Settings
    const int LW_CUST_FLAME 			= 31; // The weapon type used by the fireball itself. The default is LW_SCRIPT1
    const int FIREROD_MIN_STEP 			= 100; //The default step speed. 
    const int FIREROD_DAMAGE 			= 4; //The damage forwarded to LW_FIRE when the weapon creates a flame. 
    const int FIREROD_MISC_INDEX 			= 1; //The l->Misc[index] used to store flags. 
    const int FIREROD_FLAME_FLAG 			= 00001000b; //This flag marks the fireball projectile as spawned by this script. 
    							//! Change ONLY if you need this flag for another weapon of type LW_CUST_FLAME or LW_FIRE. 
    const int SPRITE_FIREROD 			= 88; //The sprite for the Fire Rod Handle: 
    							//! This will persist on-screen for a number of frames equal to 
    							//! the ANIMATION FRAMES of the sprite.
    const int FIREROD_FLAME_SPRITE 			= 89; //The sprite for the fireball projectile.
    const int BLANK_FIRE_SPRITE 			= 90; //Should be a blank tile sprite.  
    
    
    
    const int CF_LIT_TORCH 				= 99; //The flag placed on torches when they light from DoFireRod() to find light sources.
    							//! Script 2 by default. 
    const int LAYER_TORCH_FLAG 			= 0; //Look for lit torch flags on this layer. 
    
    //The diameter of the light source for combos.
    const int LIGHT_SOURCE_COMBO_RADIUS_MIN 	= 29;
    const int LIGHT_SOURCE_COMBO_RADIUS_MAX 	= 33;
    //The diameter of the light source for weapons. 
    const int LIGHT_SOURCE_WPN_RADIUS_MIN 		= 22;
    const int LIGHT_SOURCE_WPN_RADIUS_MAX 		= 26;
    
    const int BITMAP_DARKNESS 			= 2; //The bitmap ID to use for the darkness effect.
    const int DARKROOM_LAYER 			= 7; //The layer to blit the output bitmap.
    const int COLOUR_BLACK 				= 0x0F; //A  black colour swatch in your palette. 
    
    const int LIGHT_SOURCE_CIRCLE_SCALE 		= 1; //Scale and layer args for the colour-0 circles. 
    const int LIGHT_SOURCE_CIRCLE_LAYER 		= 0; //Draw colour 0 circles to this layer of the bitmap. 
    
    const int FIREROD_BALL_CENTRE_OFFSET 		= 10;  //How many pixels to offset the fireball so that it flys from the rod.
    const int FIREROD_HANDLE_TO_FIREBALL_DIST 	= 16; //Length of the fire rod wand sprite. 
    
    //Array Indicws: Do not change!!
    const int FIREROD_WEAP_BALL 			= 0;
    const int FIREROD_WEAP_ROD 			= 1;
    
    item script BasicFireRod{
    	void run(int sprite, int damage, int step_speed, int rod_sprite){
    		Link->Action = LA_ATTACKING;
    		lweapon flame[2];
    		flame[FIREROD_WEAP_BALL] = Screen->CreateLWeapon(LW_CUST_FLAME);
    		
    		flame[FIREROD_WEAP_BALL]->UseSprite(Cond(sprite > 0, sprite, FIREROD_FLAME_SPRITE));
    		flame[FIREROD_WEAP_BALL]->Dir = Link->Dir;
    		
    		flame[FIREROD_WEAP_ROD] = Screen->CreateLWeapon(LW_SPARKLE);
    		flame[FIREROD_WEAP_ROD]->UseSprite(Cond(rod_sprite > 0, rod_sprite, SPRITE_FIREROD));
    		flame[FIREROD_WEAP_ROD]->CollDetection = false; //The rod itself does no damage. 
    		
    		//Set initial positions of weapons. 
    		flame[FIREROD_WEAP_ROD]->X = Link->X;
    		flame[FIREROD_WEAP_ROD]->Y = Link->Y;
    		
    		if ( Link->Dir == DIR_UP ) {
    			flame[FIREROD_WEAP_ROD]->Y -= 16; //Rod in front of Link
    			flame[FIREROD_WEAP_BALL]->X = flame[FIREROD_WEAP_ROD]->X + FIREROD_BALL_CENTRE_OFFSET; //
    			flame[FIREROD_WEAP_BALL]->Y = flame[FIREROD_WEAP_ROD]->Y - FIREROD_HANDLE_TO_FIREBALL_DIST;
    		}
    		if ( Link->Dir == DIR_DOWN ) {
    			flame[FIREROD_WEAP_ROD]->Y += 16; //Rod in front of Link
    			flame[FIREROD_WEAP_ROD]->Flip = FLIP_VERTICAL; 
    			flame[FIREROD_WEAP_BALL]->Flip = FLIP_VERTICAL;
    			flame[FIREROD_WEAP_BALL]->X = flame[FIREROD_WEAP_ROD]->X - FIREROD_BALL_CENTRE_OFFSET; //
    			flame[FIREROD_WEAP_BALL]->Y = flame[FIREROD_WEAP_ROD]->Y + FIREROD_HANDLE_TO_FIREBALL_DIST;
    			
    		}
    		if ( Link->Dir == DIR_LEFT ) {
    			flame[FIREROD_WEAP_BALL]->Flip = ROT_CCW;
    			flame[FIREROD_WEAP_ROD]->Flip = ROT_CCW;
    			flame[FIREROD_WEAP_ROD]->X -= 16;
    			flame[FIREROD_WEAP_BALL]->Y = flame[FIREROD_WEAP_ROD]->Y - FIREROD_BALL_CENTRE_OFFSET; //
    			flame[FIREROD_WEAP_BALL]->X = flame[FIREROD_WEAP_ROD]->X + FIREROD_HANDLE_TO_FIREBALL_DIST;
    		}
    		if ( Link->Dir == DIR_RIGHT ) {
    			flame[FIREROD_WEAP_BALL]->Flip = ROT_CW;
    			flame[FIREROD_WEAP_ROD]->Flip = ROT_CW;
    			flame[FIREROD_WEAP_ROD]->X += 16;
    			flame[FIREROD_WEAP_BALL]->Y = flame[FIREROD_WEAP_ROD]->Y + FIREROD_BALL_CENTRE_OFFSET; //
    			flame[FIREROD_WEAP_BALL]->X = flame[FIREROD_WEAP_ROD]->X - FIREROD_HANDLE_TO_FIREBALL_DIST;
    
    		}
    		//Ternary would help here, as it would jus tbe:
    		//flame[FIREROD_WEAP_BALL]->Step = step_speed > 0 ? step_speed : FIREROD_MIN_STEP; 
    		//sigh. 
    		flame[FIREROD_WEAP_BALL]->Step = Cond(step_speed > 0, step_speed, FIREROD_MIN_STEP); 
    		flame[FIREROD_WEAP_BALL]->Damage = Cond(damage > 0, damage, FIREROD_DAMAGE); 
    		//! Damage is forwarded to the real fire weapon via the global active script.
    		flame[FIREROD_WEAP_BALL]->Misc[FIREROD_MISC_INDEX] |= FIREROD_FLAME_FLAG; //Mark it for detection. 
    		flame[FIREROD_WEAP_BALL]->HitYOffset = -214747; //Move the true hitbox offscreen so that it cannot trigger or hit anything. 
    		//! The global active script handles real collisions. 
    	}
    }
    
    //Returns true if the combo at '(x, y)' has either an inherent or place flag of type 'flag'
    bool ____LayerComboFI(int pos, int flag, int layer){
    	return GetLayerComboF(layer,pos) == flag || GetLayerComboI(layer,pos) == flag;
    }
    
    //Array indices for DoFireRod() : Do not change!!
    const int DOFIREROD_COMBO_POS 		= 0;
    const int DOFIREROD_LOOP_LWPNS_SCAN 	= 1;
    const int DOFIREROD_LOOP_LAYERS 	= 2;
    const int DOFIREROD_LOOP_FLAGS 		= 3;
    const int DOFIREROD_LOOP_NPCS 		= 4;
    
    //Call before Waitdraw. 
    void DoFireRod(){
    	int q[DOFIREROD_COMBO_POS]; bool makeflame; int flags[2]={CF_CANDLE1, CF_CANDLE2};
    	int q[5];
    	for ( q[DOFIREROD_LOOP_LWPNS_SCAN] = Screen->NumLWeapons(); q[DOFIREROD_LOOP_LWPNS_SCAN] > 0; q[DOFIREROD_LOOP_LWPNS_SCAN]-- ) {
    		lweapon l = Screen->LoadLWeapon(q[DOFIREROD_LOOP_LWPNS_SCAN]);
    		if ( l->ID == LW_CUST_FLAME ){
    			if ( l->Misc[FIREROD_MISC_INDEX]&FIREROD_FLAME_FLAG ) {
    				//We make a real dire weapon on top of fire trigger combos. 
    				q[DOFIREROD_COMBO_POS] = ComboAt(l->X, l->X);
    				for ( q[DOFIREROD_LOOP_LAYERS] = 0; q[DOFIREROD_LOOP_LAYERS] < 3; q[DOFIREROD_LOOP_LAYERS]++ ) { //layers
    					for ( q[DOFIREROD_LOOP_FLAGS] = 0; q[DOFIREROD_LOOP_FLAGS] < 2; q[DOFIREROD_LOOP_FLAGS]++ ) { //flags
    						if ( ____LayerComboFI(q[DOFIREROD_COMBO_POS], flags[ q[DOFIREROD_LOOP_FLAGS] ] , q[DOFIREROD_LOOP_LAYERS] ) ) {
    							lweapon makefire = Screen->CreateLWeapon(LW_FIRE);
    							makefire->X = ComboX(q[DOFIREROD_COMBO_POS]);
    							makefire->Y = ComboY(q[DOFIREROD_COMBO_POS]);
    							makefire->UseSprite(BLANK_FIRE_SPRITE);
    							makefire->Misc[FIREROD_MISC_INDEX] |= FIREROD_FLAME_FLAG;
    							SetLayerComboF(LAYER_TORCH_FLAG, q[DOFIREROD_COMBO_POS], CF_LIT_TORCH);
    						}
    					}
    				}
    				//Make fire weapon on enemies on collision if the enemy has its hitbox enabled, and on-screen.
    				for ( q[DOFIREROD_LOOP_NPCS] = Screen->NumNPCs(); q[DOFIREROD_LOOP_NPCS] > 0; q[DOFIREROD_LOOP_NPCS]-- ) {
    					npc n = Screen->LoadNPC(q[DOFIREROD_LOOP_NPCS]);
    					if ( !n->CollDetection ) continue; 
    					if ( n->HitXOffset < 0 ) continue;
    					if ( n->HitXOffset > 255 ) continue;
    					if ( n->HitYOffset < 0 ) continue;
    					if ( n->HitYOffset > 255 ) continue;
    					if ( Collision(l,n) ){
    						lweapon makefire = Screen->CreateLWeapon(LW_FIRE);
    						makefire->Damage = l->Damage;
    						makefire->X = n->X + n->HitXOffset;
    						makefire->Y = n->Y + n->HitYOffset;
    						Remove(l); //Remove the fire rod object.
    						//Fire weapons on enemies should be real gfx. 
    						//makefire->UseSprite = BLANK_FIRE_SPRITE;
    					}
    				}
    			}
    		}
    	}
    }
    
    
    //DarkRoom() array indices : Do not touch!!
    
    const int DARKROOM_LOOP_LIGHTSRC_ADD 		= 0;
    const int DARKROOM_LOOP_LIGHTSRC_LAYER 		= 1;
    const int DARKROOM_LOOP_CHECKPOS 		= 2;
    const int DARKROOM_LOOP_LWPNS_ADD 		= 3;
    const int DARKROOM_ARRAYSZ_LIGHTSRCFLAGS 	= 4;
    const int DARKROOM_LOOP_LIGHTSOURCE_WIPE 	= 5;
    const int DARKROOM_LOOP_BITMAP_DRAW 		= 6;
    const int DARKROOM_LIGHTSOURCE_COUNT 		= 7;
    const int DARKROOM_ARRAYSZ_LIGHTFLAGLAYERS 	= 8;
    const int DARKROOM_SRC 				= 9;
    const int DARKROOM_LIGHTSOURCE_COUNTS 		= 10;
    
    
    //Call before Waitdraw()
    //DarkDroom(DARKROOM_LAYER, false, BITMAP_DARKNESS);
    void DarkRoom(int layer, bool trans, int bitmap_id)
    {
    	int q[11];
    	int lightsourceflags[]={CF_LIT_TORCH}; 
    	q[DARKROOM_ARRAYSZ_LIGHTSRCFLAGS] = SizeOfArray(lightsourceflags);
    	int lightsourceflaglayers[]={LAYER_TORCH_FLAG};
    	q[DARKROOM_ARRAYSZ_LIGHTFLAGLAYERS] = SizeOfArray(lightsourceflaglayers);
    	
    	for ( q[DARKROOM_LOOP_LIGHTSOURCE_WIPE] = SizeOfArray(LightSources); q[DARKROOM_LOOP_LIGHTSOURCE_WIPE] >= 0; q[DARKROOM_LOOP_LIGHTSOURCE_WIPE]-- ) { LightSources[ q[DARKROOM_LOOP_LIGHTSOURCE_WIPE] ] = -1; } //Wipe it every frame. 
    	Screen->SetRenderTarget(bitmap_id);
    	Screen->Rectangle(layer, 0, 0, 256, 256, COLOUR_BLACK, 100, 0, 0, 0, true, OP_OPAQUE);
    	//Add light sources to the array for combos. 
    	for ( q[DARKROOM_LOOP_LIGHTSRC_ADD] = 0; q[DARKROOM_LOOP_LIGHTSRC_ADD] < q[DARKROOM_ARRAYSZ_LIGHTFLAGLAYERS]; q[DARKROOM_LOOP_LIGHTSRC_ADD]++ ) 
    	{
    		//Check for light sources on layers
    		for ( q[DARKROOM_LOOP_LIGHTSRC_LAYER] = 0; q[DARKROOM_LOOP_LIGHTSRC_LAYER] < 176; q[DARKROOM_LOOP_LIGHTSRC_LAYER]++ ) 
    		{
    			//check all positions.
    			for ( q[DARKROOM_LOOP_CHECKPOS] = 0; q[DARKROOM_LOOP_CHECKPOS] < q[DARKROOM_ARRAYSZ_LIGHTSRCFLAGS]; q[DARKROOM_LOOP_CHECKPOS]++ ) 
    			{	//and all flags
    				if (  ____LayerComboFI(q[DARKROOM_LOOP_LIGHTSRC_LAYER], lightsourceflags[ q[DARKROOM_LOOP_CHECKPOS] ], lightsourceflaglayers[ q[DARKROOM_LOOP_LIGHTSRC_ADD] ] ) ) 
    				{
    					LightSources[ q[DARKROOM_SRC] ] = ComboX(q[DARKROOM_LOOP_LIGHTSRC_LAYER]);
    					LightSources[ q[DARKROOM_SRC] +1] = ComboY(q[DARKROOM_LOOP_LIGHTSRC_LAYER]);
    					LightSources[ q[DARKROOM_SRC] +2] = Rand(LIGHT_SOURCE_COMBO_RADIUS_MIN, LIGHT_SOURCE_COMBO_RADIUS_MAX);
    					 q[DARKROOM_LIGHTSOURCE_COUNTS]++; 
    					 q[DARKROOM_SRC] +=3;
    				}
    			}
    		}
    	}
    	//add light sources to the array for weapons
    	for ( q[DARKROOM_LOOP_LWPNS_ADD] = Screen->NumLWeapons(); q[DARKROOM_LOOP_LWPNS_ADD] > 0; q[DARKROOM_LOOP_LWPNS_ADD] -- )
    	{
    		lweapon l = Screen->LoadLWeapon(q[DARKROOM_LOOP_LWPNS_ADD]);
    		//for special fire rod weapons
    		if ( l->ID == LW_CUST_FLAME )
    		{
    			LightSources[ q[DARKROOM_SRC] ] = l->X + 8;
    			LightSources[ q[DARKROOM_SRC] +1] = l->Y + 8;
    			LightSources[ q[DARKROOM_SRC] +2] = Rand(LIGHT_SOURCE_WPN_RADIUS_MIN, LIGHT_SOURCE_WPN_RADIUS_MAX);
    			 q[DARKROOM_LIGHTSOURCE_COUNTS]++; 
    			 q[DARKROOM_SRC] +=3;
    		}
    		//for fire weapons that are not dummy weapons
    		if ( l->ID == LW_FIRE )
    		{
    			if ( (l->Misc[FIREROD_MISC_INDEX]&FIREROD_FLAME_FLAG) != 0 ) 
    			{
    				LightSources[ q[DARKROOM_SRC] ] = l->X + 8;
    				LightSources[ q[DARKROOM_SRC] +1] = l->Y + 8;
    				LightSources[ q[DARKROOM_SRC] +2] = Rand(LIGHT_SOURCE_WPN_RADIUS_MIN, LIGHT_SOURCE_WPN_RADIUS_MAX);
    				 q[DARKROOM_LIGHTSOURCE_COUNTS]++; 
    				 q[DARKROOM_SRC] +=3;	
    			}
    		}
    	}
    	
    	q[DARKROOM_LIGHTSOURCE_COUNT] =  q[DARKROOM_LIGHTSOURCE_COUNTS]*3;
    	//Draw all light sources to the bitmap.
    	for ( q[DARKROOM_LOOP_BITMAP_DRAW] = 0; q[DARKROOM_LOOP_BITMAP_DRAW] <= q[DARKROOM_LIGHTSOURCE_COUNT]; q[DARKROOM_LOOP_BITMAP_DRAW] += 3 )
    	{
    		Screen->Circle(LIGHT_SOURCE_CIRCLE_LAYER, LightSources[ q[DARKROOM_LOOP_BITMAP_DRAW] ], LightSources[ q[DARKROOM_LOOP_BITMAP_DRAW]+1 ], LightSources[ q[DARKROOM_LOOP_BITMAP_DRAW]+2 ], 0, LIGHT_SOURCE_CIRCLE_SCALE,
    		0,0,0, true, OP_OPAQUE);
    		if ( LightSources[ q[DARKROOM_LOOP_BITMAP_DRAW] ] == -1 ) break; //Sanity check. 
    	}
    	
    	//! Blits
    	Screen->SetRenderTarget(RT_SCREEN);
    	// if ( trans )  //2.54+ stuff t/b/a
    	// {
    	//	Screen->DrawBitmapEx()
    	// }
    	// else {
    	Screen->DrawBitmap(layer, bitmap_id, 0, 0, 256, 176, 0, 0, 256, 176, 0, true);
    }


    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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    Compile Error and I can't figure out what I need to do to fix it...

    Spoiler: show

    LINE 138: Syntax Error, Unexpected Identifier, Expecting RBracket or Number, on Token DOFIREROD_COMBO_POS
    FATAL ERROR P00: Can't open or parse input file!


    The line in question is here, its the first line of the DoFireRod() function....

    Code:
    void DoFireRod(){
         int q[DOFIREROD_COMBO_POS]; bool makeflame; int flags[2]={CF_CANDLE1, CF_CANDLE2}
    Any ideas?
    Lost my wings and grew 8 tentacles... I've seen enough Hentai to know where this is going....

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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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