Boss script.
#1
Posted 02 July 2009 - 08:32 AM
(taken from 2.5 boss help and edited)
Using tiles I already have, I want to make a custom boss. It might need scripting but I think it could be an ffc boss. I want to make the medusa head from OoS, only different. I want it to jump to a spot randomly and shoot a ring of fireballs you jump over. To hurt the boss it sometimes jumps up high so you can only see its shadow. When the boss falls down you have to jump to not get hurt. When you jump the boss kind of changes colors. That means you can hurt it with the sword. This only happens after you jump. How do I make this? my game is gba style and I want a gba style. This boss is level 1.
Let's face it, I need someone to script.
#2
Posted 02 July 2009 - 07:57 PM
That person to script it will be you if you don't give enough details.
#3
Posted 03 July 2009 - 07:10 AM
EDIT: don't change color! maybe stars around his/her head lol.
Edited by Midnight_King, 03 July 2009 - 07:17 AM.
#4
Posted 03 July 2009 - 08:37 AM
Back a long time ago when I used to play oracle of seasons I loved the medusa head boss. Because I liked it a lot I want to remake it in zc. For it's tiles I want to use the ones incuded in the EZBGZ tileset. When you start the battle I want the boss to talk to you ( probably no script needed there) and the the battle will start for real. When it first starts, I want the medusa head to teleport to random places in the boss room shooting fireballs out in the shape of a circle, a ring of fireballs. The fireball tiles will be the curling comet type fireballs inside the tileset. The first tile of the animation is 1220 and it's a 4 tile animation that uses cset 8. I also want the ring of fireballs to move faster then normal and try to kind of follow link, so he has to jump over them. After a round of fireballs the Medusa head will jump high up so you can only see its shadow. When the head falls down you need to jump so you don't get paralized. If you do, the medusa head will jump on you. If you jump and don't get paralized you have time to attack the head 3 to 4 times. Every time you hit the boss and it does damage I want the boss to flash like it does in the gba zelda games. Then the process repeats. Only the medusa head shoots more rings of fireballs and they move faster. I want the boss to have 35-40 hp. The tiles for the boss are shown. These are the head facing toward you and these are the only ones I need. They use cset 10. I also want a ring of the same fireballs shot by the boss surrounding it so you can only hurt the boss in the high jump part when the surrounding fireballs dissapear.
Upper Left: 10378
Upper Right:10379
Lower Left: 10398
Lower Right:10399
This is probably advanced scripting.
Can someone try to script this for me? I don't know how to script and this could be advanced.
There, more detail.
Edited by theZCking, 03 July 2009 - 10:27 AM.
#5
Posted 04 July 2009 - 06:43 PM
#7
Posted 05 July 2009 - 06:36 AM
EDIT: I tried compiling it and none of the jump and super jump commands are compiling. It says they are "undeclared." And I do have "std.zh" at the top.
What is wrong with my .z file. I can't post it in this post because it has so many scripts. Is there a way I can show my file without going over the character limit?
Edited by theZCking, 05 July 2009 - 07:01 AM.
#8
Posted 05 July 2009 - 07:32 AM
Did you test the example quest for that script? If not, i believe i have a copy of it in my ZC folder.
As for that teleporting script and projectile script that you saw from an ex-member of PureZC, i believe it's somewhere floating around the forum.
Edited by Christian, 05 July 2009 - 07:33 AM.
#9
Posted 05 July 2009 - 08:26 AM
#11
Posted 05 July 2009 - 05:03 PM
#12
Posted 05 July 2009 - 05:40 PM
The code was'nt working because you deleted these important global floats and integers.
const int BIGTEKT_JUMP_SOUND=45;
const int BIGTEKT_LAND_SOUND=0;
const int BIGTEKT_SUPER_JUMP_SOUND=45;
const int BIGTEKT_SUPER_JUMP_FALL_SOUND=38;
const int BIGTEKT_SUPER_JUMP_LAND_SOUND=3;
const int BIGTEKT_STUN_SOUND=11;
const int BIGTEKT_SHOT_SOUND=40;
const int BIGTEKT_MIN_FRENZIES=2;
const int BIGTEKT_MAX_FRENZIES=5;
const int BIGTEKT_JUMP_CROUCH_TIME=15;
const int BIGTEKT_MIN_JUMP_DISTANCE=64;
const int BIGTEKT_MAX_JUMP_DISTANCE=128;
const int BIGTEKT_MIN_AIM_DISTANCE=64;
const int BIGTEKT_MAX_AIM_DISTANCE=192;
const int BIGTEKT_SUPER_JUMP_CROUCH_TIME=60;
const int BIGTEKT_SUPER_JUMP_HANG_TIME=600;
const int BIGTEKT_QUAKE_TIME=60;
const int BIGTEKT_STUN_TIME=300;
const int BIGTEKT_HARMLESS_WHEN_STUNNED=1;
const int BIGTEKT_RECOVER_WHEN_HIT=0;
const int BIGTEKT_SUPER_JUMP_STUNS_LINK=1;
const int BIGTEKT_PROJECTILE=129;
const int BIGTEKT_SUPER_JUMP_PROJECTILES=1;
const int BIGTEKT_SUPER_JUMP_LAND_PROJECTILES=1;
const float BIGTEKT_PROJECTILE_X_OFFSET=0.5;
const float BIGTEKT_PROJECTILE_Y_OFFSET=0.75;
const float BIGTEKT_GRAVITY = 0.16;
const int BIGTEKT_INITIAL_WAIT_TIME=120;
const int BIGTEKT_WAIT_TIME=90;
const int BIGTEKT_FLASH=1;
const int BIGTEKT_RESTRICT_MOVEMENT=1;
const int BIGTEKT_FALLING_ENTRANCE=1;
const float BIGTEKT_HITBOX_TOP_ADJUSTMENT=0.15;
const float BIGTEKT_HITBOX_BOTTOM_ADJUSTMENT=0;
const float BIGTEKT_HITBOX_LEFT_ADJUSTMENT=0;
const float BIGTEKT_HITBOX_RIGHT_ADJUSTMENT=0;
Never delete a constant integer or float from any script because if you do, the script won't work.
Also keep in mind that there are settings you have to configure by yourself or with a help of someone else to make the jumping work. I can help you with that if you'd like. It takes quite a few setups, but it's well worth it.
Note: You'd be better off not deleting the instructions as it contains the necessary information by the author for the code to work.
Hope that helped ;-)
Edited by Christian, 05 July 2009 - 05:44 PM.
#13
Posted 05 July 2009 - 06:01 PM
#14
Posted 05 July 2009 - 06:28 PM
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