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Solidity Without Changing Combos - Possible?

8 replies · 2,079 views · Started 13 May 2008

Title says it all. Can we manipulate the solidity of combos on the screen without changing the underlying combo? Better yet, can we manipulate the solidity of 1/4 combos?

What I'd like to do with this, if its possible, is change my freeze ray script so that it doesn't draw an ice block. Instead, it changes solidity of the 1/4 combos immediately under an enemy to solid for the duration of the freeze. Havn't taken a crack at this yet, but I wondered if it was even worth it.

Right, but when I change the solidity of a combo, it's persistent until I change it back, right?

I would assume so, I don't see any other way of it working.

When you change Screen->ComboF[], it doesn't change back until you tell it to.
I don't see why Screen->ComboS[] should work any differently.

Not that I've actually used it (directly) though.

See:
ComboS[i]
Determining Combo Walkability

To make a portion of the combo solid, you would use a Bitwise OR. Something like:

Screen->ComboS[1] = Screen->ComboS[1] | 0x0001;
would make the top-left square of the combo solid and leave the other three corners unchanged.

To make a portion of the combo walkable, you would do something like this (I think...😊):

Screen->ComboS[1] = Screen->ComboS[1] & ~0x0001;

That makes the top-left square of the combo walkable but leaves the other three corners unchanged.

What I'm not sure of (and I think this is maybe what your original question was) is if this affects every combo on every screen that has the same ID as the one specified by Screen->ComboS[i], or if it only affects that particular combo on that screen....?

Screen->ComboS only specifies one combo =S

Screen->ComboS[ComboAt(x,y)]
How can it affect more than one combo?

Joe123 wrote:Screen->ComboS only specifies one combo =S

Screen->ComboS[ComboAt(x,y)]
How can it affect more than one combo?

I don't know if it can :shrug:. I'm only curious becuase if you look at the description for the new Game->SetComboSolid function, that does affect all combos everywhere in the game, even though you give the function a combo on a particular screen.

I suppose it would be a pretty simple experiment to create a single screen with multiple instances of the same combo, then change the walkability of one of the combos and see if the others change too. But I have to go eat supper now. 😃

the comboAt thing could just say "the ID of the combo at these coordinates"

which would be just like putting a combo ID there anyway. i don't see what makes it any different.