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[1100] Items made via Scripting have small collision box.

4 replies · 1,091 views · Started 13 December 2009

Like the title says, when you make an item with scripting, the area that Link could grab the Item is very small. The Collision box instead of covering the whole item, it only covers the left wall of the Item. In the test quest, there will be 4 blue keese. These Keese drop items normally, no scripting involved, they should drop 100 rupees. Notice how if you touch even close to the item, you'll pick it up, and that the boomerang can also easily pick it up. Now in the 2nd room, there will be 2 red Keese. They drop Heart Containers that were spawned by scripting. Notice how when approaching from the right, you have to go all the way to the left to pick it up, and if you throw a boomerang vertically it will not grab the item unless it touched the left side. And if you boomerang the Heat Comnatiner, and run to the right while it comes back to you, it will stop and you wan't grab it. Just to have even more evidence, feel free to enter Cheat Level 4 (The Cheat is the number : 4) And if you enable the Cheat that allows you to see Hit Boxes, you'll notice that the collision, what should be a box, is just a line for the script spawned items. It's as if there is no horizontal setting for the box.

Test Quest - www.garyshood.com/steven/ZC2.11/Item_Collision_Bug_Test.qst

This is, unless I am most mistaken, NES consistency. All items in The Legend of Zelda that are not dropped by enemies have a counterintuitively small hitbox.

(But changing its Pickup variable after it's been created won't improve things. You should alter HitWidth or somesuch instead.)

_L_ wrote:This is, unless I am most mistaken, NES consistency. All items in The Legend of Zelda that are not dropped by enemies have a counterintuitively small hitbox.


Well, if thats the case, then somewhere there is some sort of inconsistency. Either the Script item forming is correct, and Items that are not dropped are incorrect (considering in ZC they have the same Hitbox as dropped items) or vice versa.

Either way, this problem could be solved easily by adding

replace->HitHeight = 16;
replace->HitWidth = 16;
replace->HitXOffset = -8;
replace->HitYOffset = -8;

to the item forming script, so I guess it's not really a problem.