Re: Zodiac, the Side-Quest
Quote:
Originally Posted by
C-Dawg
Any thoughts on other ways to integrate the player's disposable energy more deeply into the game? I'm tempted to use the Energy meter as a sheild ala Halo, but I hear every game under the sun is doing that.
Well whatever you're doing is working great, so just keep it up.:) I can tell you what my favorite existing ability using the energy meter would be though, and that's the dash. Simple, but is necesarry to gain a temporary tactical advantage over enemies. I use that the most. I always like more interactive abilities than say...a bomb that blows everything up.
Question for you: Have you noticed that weapons like the saber do 4-8 times the damage that is specified by damage;..sometimes more..? I was looking at this today and it looks to be enemy_1_damaged through enemy_4_damaged can point to the same enemy via 4 frames of script for each ffc. For instance, current_enemy(1) = damaged_enemy_1, then next frame current_enemy(1) = damaged_enemy_2..., Is this intentional?
Question 2: At any point is ffc 29,30,31 being used for anything but weapons?
Quote:
Originally Posted by joe123
I don't understand what's so confusing about the subscreen
I found it really easy to learn how to use
The subscreen is very confusing. Let me put it this way: I learned scripting, but I still can't make a decent subscreen.;)
Re: Zodiac, the Side-Quest
Question: Yes, saber-based weapons can score multiple hits if the enemy is pushed from FFC to FFC. I could work around this, but I think I'll leave it the way it is. That way, long range weapons are less devastating that close range weapons, which is as it should be.
Along those same lines, the Virgo Whip has some unexpected special abilities. It recovers your HP when it hits something, as expected. However, in addition to scoring multiple hits like the saber, the whip also strikes rapidly and repeatedly on its own if you hit something with it at very close range.
These sorts of quirky, unexpected behaviors are welcome. I'll keep them.
Question 2: Nope. 29-31 are devoted ONLY to custom weapons. 32 is devoted ONLY to Ice Beam. And 28 will (shortly) be ONLY to custom hookshot.
Re: Zodiac, the Side-Quest
Another update. Three more custom weapons complete. File starts you in Capricorn with the Libra Crystal. (Cheat to check out other weapons).
Build still uses b365.
http://users.sephiroth.ws/C-Dawg/Zodiac11-30-07.zip
Libra Crystal fires three crystals at a downward angle. They rebound off of walls and may be re-fired at any time.
http://users.sephiroth.ws/C-Dawg/LibraCrystal.bmp
Taurus Flame fires spinning flames at an upward angle. Very powerful.
http://users.sephiroth.ws/C-Dawg/TaurusFlame.bmp
Virgo Whip is similar to the Aries Saber, except it follows the player, restores 1/4 a heart with each hit, and goes berserk if you land a hit really close to the enemy. Also, Castlevania fans will like this one.
http://users.sephiroth.ws/C-Dawg/VirgoWhip.bmp
Re: Zodiac, the Side-Quest
The Libra crystals stay on screen when you changes screen, C.
Re: Zodiac, the Side-Quest
All custom weapons do. It's a necessary part of having the general weapon script run on carryover combos. I have no way of checking when the player moves to another screen. I could check when the player is right at the edge, but that might lead to weird results. I figure the current behavior is quirky but not too buggy.
Re: Zodiac, the Side-Quest
It's easy to check screen change. Set up a global variable...
int prevscreen;
and initialize it to the screen the player starts on when the main script starts.
Then, in your while loop...
if(Game->GetCurrentScreen() != prevscreen)
{
//You're on a new screen...
//Reset weapons...
prevscreen = Game->GetCurrentScreen();
}
Re: Zodiac, the Side-Quest
Quote:
Originally Posted by
Praethus
It's easy to check screen change. Set up a global variable...
int prevscreen;
and initialize it to the screen the player starts on when the main script starts.
Then, in your while loop...
if(Game->GetCurrentScreen() != prevscreen)
{
//You're on a new screen...
//Reset weapons...
prevscreen = Game->GetCurrentScreen();
}
Or you could check the box "script restarts on carry over".
Re: Zodiac, the Side-Quest
Praetheus' method would work, but Gleeok's wouldnt. The script just checks what combo the FFC has. If the "scripts restart" flag doesn't change the combo of the FFC, it won't do anything to the FFC's behavior.
Re: Zodiac, the Side-Quest
Huh? I don't see why it wouldn't work. I haven't tested it but all you should need to do is add: this_ffc->Data=1; right before the true loop. In fact i'll try it out right now, and it may even cut down those annoying crash bugs. Stupid isValid.
Re: Zodiac, the Side-Quest
Quote:
Originally Posted by
Gleeok
Huh? I don't see why it wouldn't work. I haven't tested it but all you should need to do is add: this_ffc->Data=1; right before the true loop. In fact i'll try it out right now, and it may even cut down those annoying crash bugs. Stupid isValid.
edit: I don't see the problem, It works great. The ffc never is even visible once in the newly scrolled to room. :shrug: In fact, C-, this does seem to eliminate the annoying switching screens "random crash" npc pointer bug without using isValid everywhere. ;)
edit-damnit; I thought I was editing my previous post. ....oh, hehe..I clicked on quote instead of edit.