Double Dragon Reloaded Alternate

Complete Double Dragon Reloaded alternate - Updated version! 5.1.1

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Project is completed.
So Rash from Battletoad will be a playable character?
I'm curious to see what this ninja is worth: is it possible to display his sprites?
 
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So Rash from Battletoad will be a playable character?
I'm curious to see what this ninja is worth: is it possible to display his sprites?
Yeah, I'm not doing ALL the toads. Just him. The idea is to represent ALL the in-universe DD stuff. Battletoads IS a part of it BUT beyond Rash as a playable character, that's about as much as I want to include from that part of the "Double Dragon" Tradewest universe. Even then, it will be more as a BONUS DLC sorta thing. The last of the NEW player characters I am introducing. The other one I'm including is a playable version of Jeff, as he was always the Boba Fett of this series.

So Rash from Battletoad will be a playable character?
I'm curious to see what this ninja is worth: is it possible to display his sprites?
I will hit you up on DM. Sound good?
 
literally, at the end of that script (that is attached above) I added the code from the script used by the sailor moon demo

That's the mistake. You are supposed to copy the script file which is PinoDodge.c from Sailor Moon to your game, to data/scripts folder.
Then declare that script in the same way as Pino, which is like this:

ondoattackscript data/scripts/pinododge.c

in enemy's header text.
 
That's the mistake. You are supposed to copy the script file which is PinoDodge.c from Sailor Moon to your game, to data/scripts folder.
Then declare that script in the same way as Pino, which is like this:

ondoattackscript data/scripts/pinododge.c

in enemy's header text.
BUT the problem with that is "ondoattackscript" is already being used. :(

If you look at some enemy files from DDra, then you will see something like:

ondoattackscript ani0020ani

My understanding is that you can NOT use that twice in an enemy file, right?

You can't have, say:
ondoattackscript ani0020ani
AND
ondoattackscript data/scripts/pinododge.c

Or... are you just saying in the model.txt file, declare it?
ondoattackscript data/scripts/pinododge.c

Either way, I have an ondoattackscript that is ALREADY used in ALL enemy.txts for every enemy AND now this NEW one.

So can I use both in the same enemy.txt file?

If not, it feels like I would to combine the NEW dodge script into the OLD master enemy behavior script.

Thx again for your feedback.
 
You can't have, say:
ondoattackscript ani0020ani
AND
ondoattackscript data/scripts/pinododge.c

You can't have more than one script FILE for an event hook, but that one file can have as may functions and logic chains in it as you feel like, AND it can pull material from other files using #import or #include. This is where you have to start learning enough about the scripts that you can integrate them.

The super short version is you copy (or more optimally, #import) functions you need into the existing file, and then execute them as needed.

All event hooks other than animationscript require a function called main() which they execute each time the event fires. You can then have main() run your functions and do stuff.

DC
 
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You can't have more than one script FILE for an event hook, but that one file can have as may functions and logic chains in it as you feel like, AND it can pull material from other files using #import or #include. This is where you have to start learning enough about the scripts that you can integrate them.

The super short version is you copy (or more optimally, #import) functions you need into the existing file, and then execute them as needed.

All event hooks other than animationscript require a function called main() which they execute each time the event fires. You can then have main() run your functions and do stuff.

DC
I will have to experiment some more. I more or less tried what you suggested and thought I had satisfied the conditions and such BUT then openbor.exe just wouldn't load the script. So I will have to try a few variations of what I'm doing to see where the bug is.
 
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