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  1. #1
    Is this the end?
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    These were bug fixes. They were always supposed to do those things. The distance check has been there all along; it just didn't work right. They actually have been firing double fireballs, but it's been almost unnoticeable because the fireballs have been in the same place instead of slightly offset.
    Fine, I can make these rules. In the meantime, you could always script them. They're pretty simple.

  2. #2
    The Timelord
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    Quote Originally Posted by Saffith View Post
    These were bug fixes. They were always supposed to do those things. The distance check has been there all along; it just didn't work right. They actually have been firing double fireballs, but it's been almost unnoticeable because the fireballs have been in the same place instead of slightly offset.
    Fine, I can make these rules. In the meantime, you could always script them. They're pretty simple.
    If the fireballs weren't offset, and would impact simultaneously, how did the engine determine damage and priority for them?

    Did both induce damage, or was there some 50/50% on which one was in charge of the collision? Seems a bit OT, I know, but it's a question that has arisen before, regarding simultaneous collision, and I don't have a satisfactory answer to give people (e.g. scripters, notably Moosh asked me out of the blue a while back).

    Quote Originally Posted by Anarchy_Balsac View Post
    Even doing that creates another problem. Shooter type enemies are the only type that doesn't collide with the player. So you can make a stationary "other" type enemy that shoots, but it would either turn the statues into damage combos, or mercy invincibility exploits (if the collision damage is set to 0).
    You can override invincibility frames via scripts. I've done it, and I even made a header for it.

  3. #3
    Quest Builder Anarchy_Balsac's Avatar
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    Quote Originally Posted by Saffith View Post
    These were bug fixes. They were always supposed to do those things. The distance check has been there all along; it just didn't work right. They actually have been firing double fireballs, but it's been almost unnoticeable because the fireballs have been in the same place instead of slightly offset.
    Fine, I can make these rules. In the meantime, you could always script them. They're pretty simple.
    It would require creating a script that times the shooting precisely to that of a shooter enemy, and must be done for every screen and every statue.

    Wouldn't work for Zelda 4 anyway, because there's a weapon that can disable them. This means, if it's not done based on an NPC locations, the weapon will no longer disable shooting statues. And if IS done based on NPC locations, I'd have to first figure out what NPCs are what, and upon statue nuetralization, can actually make shots happen from a non-statue enemy.

    I'm sure there's a way and all, but it would be TONS of work, what with all the testing and stuff I'd have to do. I get that this is how Z1 used to work, the problem is that ZC HASN'T done it for so long that it's now a "fix" that will break many quests.

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