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#1 Sans

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Posted 25 May 2017 - 01:34 PM

Hi i do want to ask a ffc and a item script. 

Cane of Somaria item 

 

As you can remember in Oracle of Ages in L5 you got the item called the Cane of Somaria. Well i do want the script that mimic the item from Oracle of Ages that you can create anytime. Pressing ''B'' will create a blocks (eweapon sprite or combo tiles with push blocks's flags) front to Link on all walkables combos with a sound. Trying to press on any solid combos will cancel the actions with a error sound. 

 

Switch ffc

 

On some Zelda games if you press on the switch a secret will actived or the door will open but when you move from the switch all secrets will be undo so sometimes they need a block make all secrets stay actived. The script can will be compatible with the Cane of Somaria's item script usefull if you cannot see any block in the room but you can see the switch on the room.

 

Inspired by Oracle of Ages and Lttp.



#2 Architect Abdiel

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Posted 25 May 2017 - 01:50 PM

I'm interested in pressure switches myself.

As for the Cane of Somaria, if you want a kind of cheap way to do it. If you aren't using all your items, you can make the Cane of Somaria in one of their spots and just have that item's triggers be activated by the cane.

For instance I am considering duplicating an ocarina and having the Cane of Somaria act in its place. Then the cane would activate anything I place a whistle trigger on if it comes in contact with it. In theory.

It's a bit of a roundabout idea, and a script would be better. But it's an idea if you wanna try it out. Maybe if you don't wanna use a level 4 sword, you can make it a level 4 sword and set it aside as its own item with item override.

#3 Timelord

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Posted 25 May 2017 - 02:02 PM

I started working on a Cane of Somaria a long while back, and now that I am resuming my ZC work, it is near the top of the list.

 

The goal is a cane that (1) produces Somaria platforms that follow paths with trees, splits, bounces, similar to raft paths, at a user-defined speed; (2) Link may move wheil eon the platforms, and perform usual actions (3) when used other than on a platform spot, it produces a push block; (4) the push block will work across screens; (5) if the push block exists and the player uses the cane, four projectiles fire from it.

 

I did not plan to include lifting and throwing the block.

 

Much of this is done, but it is not yet finished, nor is it ready to test. When it is, TeamUDF has the first option to use it in a quest, but he said that he didn't mind if I share it.

 

This works in conjunction with my own, custom, pit and falling system, and is intrinsically tied to it, and to a few other game mechanics components. When I release them, it will be as one set of utilities.


Edited by ZoriaRPG, 25 May 2017 - 02:08 PM.


#4 judasrising

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Posted 25 May 2017 - 02:10 PM

There is a old script in the old script database but i dont know if it works these days anymore

cane of somaria

http://www.purezc.ne...showtopic=38813


Edited by judasrising, 25 May 2017 - 02:11 PM.


#5 Architect Abdiel

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Posted 25 May 2017 - 02:11 PM

I started working on a Cane of Somaria a long while back, and now that I am resuming my ZC work, it is near the top of the list.

The goal is a cane that (1) produces Somaria platforms that follow paths with trees, splits, bounces, similar to raft paths, at a user-defined speed; (2) Link may move wheil eon the platforms, and perform usual actions (3) when used other than on a platform spot, it produces a push block; (4) the push block will work across screens; (5) if the push block exists and the player uses the cane, four projectiles fire from it.

I did not plan to include lifting and throwing the block.

Much of this is done, but it is not yet finished, nor is it ready to test. When it is, TeamUDF has the first option to use it in a quest, but he said that he didn't mind if I share it.

This works in conjunction with my own, custom, pit and falling system, and is intrinsically tied to it, and to a few other game mechanics components.

I am highly interested myself when it's ready. It definitely beats my cheap ways of replicating item effects with combo flags, inherent flags and self triggers.

Out of curiosity, did you have any thoughts on a Cane of Pacci item? I had the idea of actually making that my ocarina. But I know that is also a roundabout way. It was basically just gonna be used to flip tiles and flip rooms. Which I was gonna do with warps and just "flipping things over".

The flipping part especially would need to react to contact though. Which might complicate things for a simple item editor change. Especially since the ocarina doesn't actually swing in front of Link that I am aware.

Edited by Maikeru D. Shinigami, 25 May 2017 - 02:13 PM.


#6 Sans

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Posted 25 May 2017 - 03:22 PM

ZoriaRPG This is a global script too ? because if it's a global script i do wants to include it on combined script that i needed helps.



#7 Timelord

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Posted 25 May 2017 - 05:58 PM

I am highly interested myself when it's ready. It definitely beats my cheap ways of replicating item effects with combo flags, inherent flags and self triggers.

Out of curiosity, did you have any thoughts on a Cane of Pacci item? I had the idea of actually making that my ocarina. But I know that is also a roundabout way. It was basically just gonna be used to flip tiles and flip rooms. Which I was gonna do with warps and just "flipping things over".

The flipping part especially would need to react to contact though. Which might complicate things for a simple item editor change. Especially since the ocarina doesn't actually swing in front of Link that I am aware.

 

Sorry, no. I honestly do not recall what that did. My focus is on Zelda 3, and Link;s Awakening items, and engine effects (this does not mean Z3 scrolling).

 

For Z3, I have partial scripts for a better Cane of Byrna, the Cane of Somaria, platforms, push blocks (move between screens), King Zora, the Ice Rod, and some other things. I may include the gloves too, and some form of Pegasus Boots in the end.

 

At some point these will be quest+header packs with enemies, bosses, and the like, that a user can load in ZQuest, and edit without needing to add anything.

 

 

ZoriaRPG This is a global script too ? because if it's a global script i do wants to include it on combined script that i needed helps.

 

It is mandatory for it to be global, but it wont be done fast enough for it to matter to your request. I was hoping that someone else would give you a hand with that, as mine are pretty full at present, and while what you want to do is not difficult in and of itself, all of the constants, flags, and other set-up is tedious, and quest-specific.

 

This in fact, is precisely why I want to make Z3 and Z4 style quest packages, and why I want to include them as templates in ZC. Then again, I want to add most of the Z3 and Z4 items, enemies, and bosses, to ZQuest too. (That is also not on the top of my agenda.)



#8 Sans

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Posted 25 May 2017 - 06:26 PM

i hopes too.



#9 Timelord

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Posted 26 May 2017 - 11:24 AM

There is a old script in the old script database but i dont know if it works these days anymore

cane of somaria

http://www.purezc.ne...showtopic=38813

 

That doesn't compile because before beta 726,  DrawTile had 14 params, of which one was int scale, which scaled both the X and Y components of a tile proportionally. After that, int scale was split into two components, int xscale, and int yscale, for a total of 15 params. It could be fixed by adding the yscale input to each draw call, but it is likely not worthwhile.

 

I fixed the same issue in the code of one of Gleeok's old quests, Starshooter Supreme, as quests that call DrawTile from before b726 also crash ZC, and I wanted to play it on a final build.;

 

This is why the when I added new bitmap drawing modes, the expanded bitmap drawing params for DrawBitmap() went into a wholly new instruction, DrawBitmapEx(), as merely adding parameters to a ZScript function would break quite a lot of stuff these days


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#10 Sans

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Posted 27 May 2017 - 09:28 PM

right


Edited by Cedric, 27 May 2017 - 09:29 PM.


#11 Binx

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Posted 28 May 2017 - 03:37 PM

I am highly interested myself when it's ready. It definitely beats my cheap ways of replicating item effects with combo flags, inherent flags and self triggers.
Out of curiosity, did you have any thoughts on a Cane of Pacci item? I had the idea of actually making that my ocarina. But I know that is also a roundabout way. It was basically just gonna be used to flip tiles and flip rooms. Which I was gonna do with warps and just "flipping things over".
The flipping part especially would need to react to contact though. Which might complicate things for a simple item editor change. Especially since the ocarina doesn't actually swing in front of Link that I am aware.

Couldn't you just use a simple ffc trigger and combo cycling to get the same effect? I have a script for that, I'll post it up as soon as I can get back to my pc (on mobile, currently)


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