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Post by sekira on Apr 21, 2008 15:23:38 GMT -5
What does the cave info flag CAVE_MARK mean?
What does the cave info flag CAVE_ICKY mean?
I know you can use get_cave_info_flag(y, x, flag_id) to get the status of a specific flag for a grid location, how do you set a flag or remove a flag?
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Post by Variaz on Apr 21, 2008 15:41:05 GMT -5
I believe CAVE_MARK is when a cell is "marked" on your map, that is, is visible.
I think Icky means the cell is obstructed.
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Post by sekira on Apr 21, 2008 16:56:36 GMT -5
Thanks for the response.
I'm a little confused though. Can you explain why the leaping spin code would let you jump to a location that is not CAVE_MARK, is CAVE_LITE, and then does not do a spin attack, but if the location is CAVE_MARK, it doesn't check for CAVE_LITE, but just moves you and does the spin attack?
Also, I'm pretty certain I've done leaping spins to locations that I was right next to, but no spin attack was done... so how can a location right next to my character that is open, lit, not be CAVE_MARK?
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Post by Variaz on Apr 21, 2008 17:00:25 GMT -5
You're not the only one. The idea for leaping spin is that you can only leap to grids that are lit by light, not just marked. This was to prevent using jumping abilities to a grid you revealed using Reveal, because then it becomes like a teleportation spell. As far as I know, Leaping Spin works fine, though I haven't used it for a while now...
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Post by Variaz on Apr 24, 2008 8:28:27 GMT -5
All right, Leaping Spin was NOT working fine. If you were jumping on a marked grid, the attack would execute.
However, if you were jumping on an unmarked, but lit grid, then you would jump, but there was no code to execute the attack.
It's now fixed.
Oh, and since Agility's Jump is almost the same code, I've made it scripted as well.
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Post by phlinn on Apr 24, 2008 12:23:42 GMT -5
Might as well script High Somersault too. You can probably make Jump(radius) a function called by all three abilities to simplify things.
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