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Harp Weapon Tutorial
(06-28-2020, 08:42 PM)Everything Wrote: I'm not totally sure how to fix that. You may need to add "branch to $xxxx if character already stepped forward to attack" and "move forward 24" right before "calculate vector from attacker to target", similar to the GP rain script.
I tried, but I didn't seem to make any sort of difference. I'm not sure if I'm just confused by how to code branches properly, but I must have played with those codes for hours and nothing happened.
Code:
D0/65D4: 00 20 speed 1, align to center of character/monster
D0/65D6: D1 01 invalidate character/monster sprite priority
D0/65D8: 85 move to attacker position
D0/65D9: DB 06 branch to $65DF if character already stepped forward to attack
D0/65DB: 83 77 move forward 24
D0/65DD: 89 07 loop start (7 times)
D0/65DF: 0F [---]
D0/65E0: 8A loop end
D0/65E1: 95 calculate vector from attacker to target
D0/65E2: C9 00 play default sound effect
D0/65E4: 80 5D command $80/$5D
D0/65E6: 98 04 01 increment frame offset every 4 loops (0..1)
D0/65E9: 00 [$00]
D0/65EA: 92 02 08 move along vector at speed 2, branch to $063D
D0/65ED: 80 4E clear frame offset
D0/65EF: 80 5D command $80/$5D
D0/65F1: BF 2F 07 jump to subroutine $072F
D0/65F4: FF FF end of script
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