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Reply to Re: sp_distance and sp_range effects on enemy sprites

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June 1st 2024, 11:45 AM
peasantmb.gif
yeoldetoast
Peasant They/Them Australia
Oh, NOW YOU'VE DONE IT! 
Bit of ambiguity, the distance between the origin sprite and the target sprite is determined purely by their X and Y values, so from depth dot to depth dot. Hardboxes are not taken into account when measuring sprite distances for either target or follow. When the distance between the origin and target sprite is determined to be less than the specified distance, the origin sprite attacks.

When a sprite attacks and its "special" frame arrives, the engine "runs through the tag list" to determine what gets hit. To do this, it checks if any sprites (including the specified target's) hardboxes overlap the origin sprite's X,Y position.

I did some slightly cleaner tests south of Windemere with a slayer targeting Dink with a distance of 60 and range 45. The blue boxes are the dink.ini hardboxes, which for the slayer when attacking left or right are quite wide, while the pink ones are after expansion has occurred, except for the slayer for which it is its touch box. Despite Dink's expanded hardbox being within the slayer's dink.ini hardbox the hit did not register, while this one did due to Dink's hardbox coinciding with the slayer's X and Y coordinate (the red thing) which corroborates scratcher's "hardbox over depth dot". Kind of weird, but it's Dink. Scratcher's idunnolol might be a damage indicator text sprite.

Also might be worth mentioning that the DinkC reference claims smooth follow is off by default in 1.07 and earlier, which might be interpreted as a suggestion that it's on by default in 1.08 and later which isn't the case.