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Thread: ghost.zh - A header file for ghosted enemy scripts

  1. #21
    Friends Furever XMuppetSB's Avatar
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    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?

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    They should all still work. I do plan to update them soon anyway, though.

  3. #23
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    Thing is, though, some of them have the old ghost_explode variable, which has been replaced with ghost_deathanimation.

  4. #24
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    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.

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    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.

  6. #26
    Floormaster Imzogelmo's Avatar
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    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.

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    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.

  8. #28
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    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.

  9. #29
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    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.

  10. #30
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    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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