Because of how states was handled previously, the bow, if the room has changed is unusable, and might lead to a crash
replace set_value by self.state like in boomerang
Cause: Their values are never restored if the map change.
Cape of Darkness:
Cape of Darkness use another sprite id, this is not convenient.
Fade_in/out stops when the entity got suspended, this is confirmable because of the current arrow script.
1 frame is clearly not visible to the eye and Link is not visible when fade_in() should be called
It's opacity is at 80%
So to make it looks ok, it' opacity need to be in a fork of 255 * 0.8 = 204
Lantern:
Since Diarandor's Direction Fix script allow to customize stopped and walking animation, delete the lantern hero sprite id, and use the script call, it should work.
Add a function item:is_lantern_active() that return #25 that is gonna be linked to game so when using the bow or another item that replace set_fixed_animation(), it restores automatically to the lantern stopped / walking animation
[DONE] Bow & Arrow - Hookshot
Reset hero when going on stairs (see #28)
Diggin Mits
Movement need to be stopped when a block is destoyed and if the hero face something he can't reach (wall, etc)
Din's Fire
Change the sprite, do it simple, a circle that grows slowly and then ultra fast
[DONE] Bow
Because of how states was handled previously, the bow, if the room has changed is unusable, and might lead to a crash replace set_value by self.state like in boomerang
Cause: Their values are never restored if the map change.
Cape of Darkness:
Cape of Darkness use another sprite id, this is not convenient.
According to the API http://www.solarus-games.org/doc/1.5/lua_api_drawable.html#lua_api_drawable_fade_in
Fade_in/out stops when the entity got suspended, this is confirmable because of the current arrow script. 1 frame is clearly not visible to the eye and Link is not visible when fade_in() should be called
It's opacity is at 80% So to make it looks ok, it' opacity need to be in a fork of 255 * 0.8 = 204
Lantern:
Since Diarandor's Direction Fix script allow to customize stopped and walking animation, delete the lantern hero sprite id, and use the script call, it should work.
Add a function item:is_lantern_active() that return #25 that is gonna be linked to game so when using the bow or another item that replace set_fixed_animation(), it restores automatically to the lantern stopped / walking animation
[DONE] Bow & Arrow - Hookshot
Reset hero when going on stairs (see #28)
Diggin Mits
Movement need to be stopped when a block is destoyed and if the hero face something he can't reach (wall, etc)
Din's Fire
Change the sprite, do it simple, a circle that grows slowly and then ultra fast