inherit
84
0
Jan 13, 2022 19:53:43 GMT -5
0
Micrard
8
Dec 19, 2019 8:12:14 GMT -5
December 2019
micrard
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Post by Micrard on Jun 20, 2021 15:38:05 GMT -5
1. Is the limit to the amount of unique subweapons 90 as in the document (so var(04) can have a value of 0 to 90 only) or can it reach up to 400 different subs based on the amount of icons possible in fightfx.st? 2. Been meaning to ask this after I stumbled upon it.  Did you plan to replace DoS Death with OoE version?
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inherit
78
0
1
Nov 28, 2023 13:15:36 GMT -5
10
yarrmateys
49
Oct 28, 2019 17:15:58 GMT -5
October 2019
yarrmateys
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Post by yarrmateys on Jun 21, 2021 20:39:30 GMT -5
technically it should be unlimited, the variable is not a limiter since it can hold numbers up to 2147483648. i stopped cataloging them after 90 in the text file. the problem is states and animations.
animations, since i placed them in the 4800 range and divided it by 10 per subweapon to allow for variations and extras, which doesn't have that many entries until it hits 5000, the hardcoded hurt animations. but since the values aren't automated, you can probably go outside that range and put them elsewhere, like 7584 or whatever, as long as it's not used by any other character if you plan for it to be shared. i think i intended 4800-4999 to be shared subweapons, 4700-4799 to be shared item crashes, and 4000-4699 to be for other things like unique subweapon anims, but i'm not sure, it's been a while. that system probably needs to be redone, standardized better.
states, since like animations it reserves 10 per subweapon, and starts from 6000, with ones defined until 6439 in the common shared file, and 6450+ being some character-specific ones like werewolf's projectiles or loretta's magic. i probably should've organized it better since some in the common ones are character specific, like shanoa's or the maid's.
i was planning to replace dos death's sprites with the ooe ones and trying to adapt his moves to the new sprites. had no idea what to do about his second form though.
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