User Tag List

Results 1 to 2 of 2

Thread: [2.50.2] Glitched Sound Playback with Spin/Hurricane Spin Conflict

  1. #1
    The Timelord
    ZC Developer
    ZoriaRPG's Avatar
    Join Date
    Oct 2006
    Location
    Prydon Academy
    Posts
    1,151
    Mentioned
    103 Post(s)
    Tagged
    1 Thread(s)
    vBActivity - Stats
    Points
    3,945
    Level
    19
    vBActivity - Bars
    Lv. Percent
    99.45%
    Daily Activity
    0%
    Weekly Activity
    750%
    Monthly Activity
    225.73%

    Verified Bug [2.50.2] Glitched Sound Playback with Spin/Hurricane Spin Conflict

    The spin attack plays a sound effect as soon as the charge period is completed. However, I'm having a weird issue where it just keeps trying to play it again and again. Having the Spin attack and hurricane spin charge time be the same is what causes this.

    https://dl.dropboxusercontent.com/u/...Spin%20SFX.mp4

    Reported by Lunaria on PZC.
    Last edited by Tamamo; 12-16-2015 at 04:34 PM.


    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..

  2. #2
    Nine-Tailed Goddess Tamamo's Avatar
    Join Date
    May 2011
    Location
    Kobe
    Age
    29
    Posts
    838
    Mentioned
    95 Post(s)
    Tagged
    2 Thread(s)
    vBActivity - Stats
    Points
    5,176
    Level
    22
    vBActivity - Bars
    Lv. Percent
    48.95%
    Daily Activity
    0%
    Weekly Activity
    50%
    Monthly Activity
    248.31%
    Yup that would happen.
    Here's the culprit too...

    Code:
    // Increase charging while holding down button.
            if(spins==0 && charging<magiccharge)
                charging++;
                
            // Once a charging threshold is reached, play the sound.
            if(charging==normalcharge)
            {
                paymagiccost(itemid);
                sfx(WAV_ZN1CHARGE,pan(int(x)));
            }
            else
            {
                itemid = current_item_id(attack==wHammer ? itype_quakescroll2 : itype_spinscroll2);
                
                if(itemid>-1 && charging==magiccharge && checkmagiccost(itemid))
                {
                    paymagiccost(itemid);
                    charging++; // charging>magiccharge signifies a successful supercharge.
                    sfx(WAV_ZN1CHARGE2,pan(int(x)));
                }
            }

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •