Rancor
New member
Hey guys. Been having an issue lately where some monsters have been nabbing weapon offsets off of me for some reason.
Right now I'm using a code I got from the very helpful and talented Dieting Hippo on the discord, but this phenomena is also an occurrence while using SuperNatetendo's object parenting script (found in this thread:http://www.nesmakers.com/viewtopic.php?f=35&t=1777).
In SuperNatetendo's script, the monster just gets instantly glued to me and all kinds of horrible things happen when monsters are involved.
Using Dieting Hippo's script, some other interesting stuff happens, which I made a video on to document my findings (closed captions serve as a narration):
[media]https://www.youtube.com/watch?v=ucKEZZPSXkA[/media]
Just for some background, my weapon object has 2 action states (00,01), and the 00 action state is meant to act as a wind-up, whereas the 01 is the actual attack.
The action state 01 uses this script assigned to AI Action 11:
As you can see in the video, the monsters in my game are quite fond of this script (as am I). Only issue is, I don't really want to share it with them. Anyone have any ideas?
EDIT: Dieting Hippo to the rescue again! If your setup is like mine, you'll have to make a small change to your b_create_melee_weapon.asm.
Around line 55-ish it should say "CreateObject" with a bunch of parameters attached to it. Add a new line under it that says "STX player1_weapon".
I've also modified the above script in the original post to work with this fix. A big thanks again to Dieting Hippo from the Discord!
Right now I'm using a code I got from the very helpful and talented Dieting Hippo on the discord, but this phenomena is also an occurrence while using SuperNatetendo's object parenting script (found in this thread:http://www.nesmakers.com/viewtopic.php?f=35&t=1777).
In SuperNatetendo's script, the monster just gets instantly glued to me and all kinds of horrible things happen when monsters are involved.
Using Dieting Hippo's script, some other interesting stuff happens, which I made a video on to document my findings (closed captions serve as a narration):
[media]https://www.youtube.com/watch?v=ucKEZZPSXkA[/media]
Just for some background, my weapon object has 2 action states (00,01), and the 00 action state is meant to act as a wind-up, whereas the 01 is the actual attack.
The action state 01 uses this script assigned to AI Action 11:
Code:
;; By Dieting Hippo from the NESmaker Discord
;; Makes your weapon move... for Simon Belmont-like reasons!
LDX player1_weapon
LDA Object_movement,x ;; A = movement flag (#$00-#$08)
CLC
CMP #$04 ;;If it if four or greater, you are facing right.
BCS + ;; if carry flag is set, jump to our nameless label for subtraction
;; add facing right code here
LDA Object_x_hi,x
CLC
ADC #$10 ;add your x offset here
STA Object_x_hi,x
LDA Object_y_hi,x
CLC
ADC #$00 ;add your y offset here
STA Object_y_hi,x
JMP ++
+
;;add facing left code here
LDA Object_x_hi,x
CLC
SBC #$0F ;add your x offset here
STA Object_x_hi,x
LDA Object_y_hi,x
CLC
ADC #$00 ;add your y offset here
STA Object_y_hi,x
++
As you can see in the video, the monsters in my game are quite fond of this script (as am I). Only issue is, I don't really want to share it with them. Anyone have any ideas?
EDIT: Dieting Hippo to the rescue again! If your setup is like mine, you'll have to make a small change to your b_create_melee_weapon.asm.
Around line 55-ish it should say "CreateObject" with a bunch of parameters attached to it. Add a new line under it that says "STX player1_weapon".
I've also modified the above script in the original post to work with this fix. A big thanks again to Dieting Hippo from the Discord!