Is this going to affect the ghosted enemy scripts I'm using in my quest? Because if so, would you mind updating the ones you included in your AutoGhost Enemies Pack?
Is this going to affect the ghosted enemy scripts I'm using in my quest? Because if so, would you mind updating the ones you included in your AutoGhost Enemies Pack?
They should all still work. I do plan to update them soon anyway, though.
Thing is, though, some of them have the old ghost_explode variable, which has been replaced with ghost_deathanimation.
It hasn't been removed, it's just deprecated.
Edit: Sorry. Left a bug in one of the FindSpawnPoint functions. Fixed now.
Last edited by Saffith; 12-10-2012 at 02:16 AM.
Another small update, requiring 2.50. I added another way to set up AutoGhost enemies. Set misc. attribute 12 to -1 and put the script name in the enemy's name after @, for instance:
Goriya (LttP, green) @Goriya_LttP
Also, I added constants to control flashing and knockback, so now you can fling enemies clear across the screen if you like.
Oh wow, I see you've been busy. I haven't played with ghost.zh in a while (ever since the Spark.h and HomingFireballShooter.h scripts), but I want to get back into it and see what I can make happen... I still have an enemy that moves in an epicycloid that got left on the cutting room floor, so I need to work out its kinks to get it ready for prime time.
Speaking of which, I never did update the scripts I've got linked... But I was thinking I should just post them here instead, anyway. I'll probably do that this weekend.
Anyway, another small update because I messed up flickering. :p
Last edited by Saffith; 12-21-2012 at 10:53 PM.
Another update. This will invalidate existing saved games. (Generally the case, but I thought I'd start mentioning it.)
There's a particularly high chance of new bugs this time, so be ready for that.
- It's finally possible to read and change ghosted enemies' properties from other scripts using the functions GetEnemyProperty() and SetEnemyProperty().
- SetEWeaponMovement() now takes another argument. Some similar weapon movement types have been merged with the differing functionality now controlled by the second argument.
- The movement functions have been rewritten to be more accurate and faster.
- The FireEWeapon functions can now take -1 for the sprite and sound arguments to use defaults for the weapon type.
- 2x2 shadows are now used for enemies 3x3 and larger. (Only applies if GH_FAKE_Z or GHF_FAKE_Z is used)
- Added GHF_STATIC_SHADOW for enemies whose shadows should never animate. (Only applies if GH_FAKE_Z or GHF_FAKE_Z is used)
Last edited by Saffith; 03-01-2013 at 02:45 PM.
Finally, another update. It's mostly internal changes and some bug fixes, but there's some new stuff.
This will break existing save files.
- Added Ghost_FloaterWalk(), the movement type used by peahats and keese
- Added EWF_ROTATE_360
- Added settings to change how big an enemy must be to use large shadows
- Added an option to use scripted shadows rather than built-in ones when possible
- Added new Ghost_Waitframe() variants to simplify usage; you can now leave out quitOnDeath and clearOnDeath (they'll both be true) or specify a death animation
- The global script functions have been consolidated into three; you'll need to update the global script, but it should never be necessary for future updates
Last edited by Saffith; 11-21-2013 at 01:20 PM.
Another update, finally. Just some bug fixes.
- AutoGhost() now avoids using changers
- Fixed issues with diagonal movement in 8-way walking functions
- Corrected flashing CSets and timing
- The exploding and flashing death animation works correctly now
- SuspendGhostZHScripts() affects legacy Waitframe functions
Also, it appears I failed to post about the previous update here. Here are the changes from that one:
- AutoGhost no longer runs when ghost.zh is suspended
- Large enemies should no longer try to walk into walls when using four-way walking functions
- FindUnusedFFC is aware of GH_INVISIBLE_COMBO now
- The exploding death animation should no longer cause errors if the enemy fails to stay alive for the duration of the animation
- And it no longer stops the enemy from dropping an item
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