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*(Delete This)*[984, suspected 987] DrawCombo Argument Flaw

0 replies · 789 views · Started 11 April 2009

EDIT: Nevermind, I am an idiot. I was changing the layer the combo was being drawn on, not the combo itself. Of course it didn't work.

I appologize for wasting your time.

Here's the original post, so you can make fun of me.


I appologize in advance for being unable to post the quest that this bug occurs in. It is, however, excessively easy to recreate.

The new function DrawCombo appears to be functional, but only if the combo referenced is the first one on the combo-sheet. I was experimenting with an alternative way to alter Link's animation, which led me to zscript.txt. For the test, I decided to just place a 2x2 combo block on his screen position, and swap the source combo based on current direction.

What I found was that the drawcombo worked fine when using the first tile on the sheet, but if I ever commanded another combo to appear, it would not.

Here's the recreation process.

Load this code into the proposed1st.qst for either 984 or 987. Place it in global slot 2, and save the quest as something else (I named it DrawComboTest.qst)


import "std.zh"

////global variables go here

global script onstart {
void run() {

////one time things go here

while(true) {
Screen->DrawCombo(1 + Link->Dir, Link->X-8, Link->Y-16, 2, 2, 2, 6, 1, 0, 0, 0, 1, 0, true, 128);
////function calls go here
Waitframe();
}
}
////functions go here
}

Open Zelda Classic, start a file, and load the quest you just made. Walk in circles. The combo block should appear beneath Link (Which was done for the purpose of this test) only when he is facing north, otherwise it will disappear.