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#1 TheLegend_njf

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Posted 09 May 2017 - 07:12 AM

I'd like a script that allows secret triggers of any kind to activate room item. 

 

This will be specifically important for items that fall from ceiling since I'll want some rooms that will work this way. 



#2 Jamian

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Posted 09 May 2017 - 11:11 AM

The easiest way to do this is spawn the item with the script once secrets are activated. You can give your item a Z value to make it fall from the ceiling.

 

However, you'll also want the script to check if the item was indeed picked up; otherwise if the player leaves the room without picking up the item, it will be lost forever (since you'll also want the script to prevent the player from spawning the item more than once). One possible way to do this is, for example, to check if Link is in the "holding up item" animation (assuming he holds up the spawned item), and if so, change one of the screen's attributes to remember the item was picked up.


Edited by Jamian, 09 May 2017 - 11:15 AM.

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#3 TheLegend_njf

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Posted 15 May 2017 - 07:35 PM

Not sure if anybody thought this request has been answered yet, still looking for this script if anybody can help. 



#4 Timelord

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Posted 15 May 2017 - 09:29 PM

Not sure if anybody thought this request has been answered yet, still looking for this script if anybody can help.


Did you want the script to generate the item?

I am unsure of what you mean by all triggers. Do you want a script that activates when any trigger activates, when a specific trigger activates, when all the triggers on the screen activate; when a specific item triggers an ffc; something else?

We need more details to give you what you want.

#5 TheLegend_njf

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Posted 29 May 2017 - 01:10 PM

zelda085_zpsky5jzlau.png

 

In this room there are 4 invincible darknuts that's designed to block all projectiles. Behind them are an arrow trigger on an FFC bouncing back and forward. Beside Link is a key that is supposed to fall from the ceiling once he solves this puzzle. This pretty much sums up what I want done. 



#6 Timelord

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Posted 29 May 2017 - 05:02 PM

zelda085_zpsky5jzlau.png

 

In this room there are 4 invincible darknuts that's designed to block all projectiles. Behind them are an arrow trigger on an FFC bouncing back and forward. Beside Link is a key that is supposed to fall from the ceiling once he solves this puzzle. This pretty much sums up what I want done. 

 

Going to say 'Nope' to this one. That is luck-based, not a puzzle. If you timed the enemy pattern so that there was a specific opening, that I would be willing to do, but I'm not going to feed this particular trollish quest meme that I mentioned in your 'Send me your bad quest memes' thread. i.e. Reliance on enemy movement mechanics to solve puzzles.

 

Compare this to the shooting gallery in Zelda . That required skill and timing that you can learn, and it was not purely random. I suppose that the step speed of the npcs might be close, but their turning rate and other factors tend to make them erratic enough to dispel a certain amount of skill. 

 

That is a classic example of this bad gimmick; while another is the old light the torch off an npc gimmick. Both are pretty awful. Feel free to prove me wrong on this, but I would rather script the entire shooting gallery than to use enemy gimmicks to manifest it.

 

Using npcs, it doesn't seem to need a script. You should be able to use an npc as the moving platform itself, set as a Ringleader that is instantly killed by an arrow with Enemies->Item and Item->Falls from Ceiling.


Edited by ZoriaRPG, 29 May 2017 - 05:12 PM.


#7 TheLegend_njf

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Posted 29 May 2017 - 05:07 PM

This wasn't designed to be a troll. But okay.

Sure, players may be depended on enemy movement slightly, but if I felt the experience would have taxed arrow ammunition even slightly, I would add an arrow ammunition refill. This is something I should have tested first before submitting the image, because I forgot the room is still technically functional.

Arrows are fast, this shouldn't be a problem. Lets not forget there is this thing called an "enemy editor" that can edit their random rate. You just flat out made an assumption here. You don't have to help, but it did come off pretty condescending.

Spoiler

 

Either way, be as judgmental as you want. I won't be expecting help from you in the future then. 


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#8 TheLegend_njf

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Posted 29 May 2017 - 06:04 PM

After some thinking, I've come to admit ZoriaRPG was right. 

 

I got a bit salty because he was criticizing this room's design before it was even tested. I was going to test it during the process of adding the scripot, I wasn't expected this room to be put on trial. I was just getting a script. But after testing the room, it does turn out to be ass. 

 

I was mostly salty because not only was he judging a room that wasn't even finished properly yet, he decided I wasn't even worth helping. I felt like I was being accused as a troll.

 

However, I willfully put an image of my quest on the internet of a room I had designed, this naturally opens it up to fair criticism that I clearly didn't take the most appropriate way. Tested or not is not an excuse. ZoriaRPG had no reason to believe this was not a finished product. So the entire fault here goes on me

 

I'm just going to put a treasure chest here or something instead.

 

Update: For what it's worth, here's the new fixed up room, with treasure chest added. This script will no longer be needed for this room, but I can say there will be a time in the future where I would probably use a script like this if anybody still wants to volunteer. (The question mark in this image drops 100% arrows).

 

zelda088_zps58zmnq5v.png



#9 Timelord

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Posted 29 May 2017 - 08:42 PM

After some thinking, I've come to admit ZoriaRPG was right. 
 
I got a bit salty because he was criticizing this room's design before it was even tested. I was going to test it during the process of adding the scripot, I wasn't expected this room to be put on trial. I was just getting a script. But after testing the room, it does turn out to be ass. 
 
I was mostly salty because not only was he judging a room that wasn't even finished properly yet, he decided I wasn't even worth helping. I felt like I was being accused as a troll.


No, I'm just very selective what I put my name on, when it comes to contributions to anything. I don't design things that I know will be absolutely awful conceptually, and I am generally good at being able to deduce if a mechanic is a bad idea rather quickly.

Now that you made the room viable, sure, that is another matter.

If I thought that the entire quest was one big troll project, I wouldn't have given you anything else; although to date once I posted code in any of your threads, you simply went silent and I have no idea if you actually use any of it.
 

However, I willfully put an image of my quest on the internet of a room I had designed, this naturally opens it up to fair criticism that I clearly didn't take the most appropriate way. Tested or not is not an excuse. ZoriaRPG had no reason to believe this was not a finished product. So the entire fault here goes on me
 
I'm just going to put a treasure chest here or something instead.
 
Update: For what it's worth, here's the new fixed up room, with treasure chest added. This script will no longer be needed for this room, but I can say there will be a time in the future where I would probably use a script like this if anybody still wants to volunteer. (The question mark in this image drops 100% arrows).
 
zelda088_zps58zmnq5v.png


The simplest way to do this, if you still want the key to fall from the ceiling as any other item does, is to use an enemy, with or without a script. You will need to ark those darknuts, or whatever you use--why not a tile of a block, or something?--as 'not beatable', then set the room item, and the enemies->Item and Item->Falls flags.

Attach this to the target ffc, and set D0 to any enemy with a type of 'other' and an arrow defence of 'one hit kill'.
 
ffc script arrow_trigger_npc{
	void run(int ene_id){
		npc trig = Screen->CreateNPC(ene_id);
		trig->DrawXOffset = -1000;
		trig->DrawYOffset = -1000;
                trig->Hitwidth = this->Tlewidth;
                trig->HitHeight = this->TileHeight;
		while(trig->isValid()){
			trig->X = this->X;
			trig->Y = this->Y;
			Waitframe();
		}
                this->Script = 0; Quit();
	}
}
That spawns an invisible npc on the ffc, that moves with it. You can use it with enemy->Secret, Enemy->Item, and so forth. Note that the npc still has a valid hitbox, so touching the ffc will be the same as touching an enemy.

You can therefore also use it to allow ffcs to block weapons, such as arrows, by setting up an enemy with block defences. The npc hitbox is equal to the ffc dimensions.

Thus, instead of using a damage combo for a moving spike ffc, you can use an npc that follows the ffc precisely, and use its block flags to deflect shots.

Edited by ZoriaRPG, 29 May 2017 - 08:51 PM.


#10 TheLegend_njf

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Posted 29 May 2017 - 10:57 PM

although to date once I posted code in any of your threads, you simply went silent and I have no idea if you actually use any of it.

I've pretty much used every one you provided. I thought I had replied with a thanks or a got it or something, but I guess I've been so busy on actually working on these dungeons themselves that I simply just forgot at the time. 

 

Also, as noted by the updated image. I've decided to go with a treasure chest instead. But there's no telling when I'll want to have a secret trigger drop a key in the future. 

 

Can this advice work for my "Self Only FFC Targets" I requested in another topic I just made? 



#11 Timelord

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Posted 30 May 2017 - 05:02 AM

I've pretty much used every one you provided. I thought I had replied with a thanks or a got it or something, but I guess I've been so busy on actually working on these dungeons themselves that I simply just forgot at the time. 
 
Also, as noted by the updated image. I've decided to go with a treasure chest instead. But there's no telling when I'll want to have a secret trigger drop a key in the future. 
 
Can this advice work for my "Self Only FFC Targets" I requested in another topic I just made?


You could indeed. It is merely a way to ride out E.Flags-> Enemy-> Secret, so in that use, you would set a secret warp combo attach this script to each of the target ffcs, and set the screen flag. If you want to require multiple hits from a specific weapon, you can giver the fake eney HP.

If there is a chance of Link touching the targets, you would not want to use this, as that would reveal the invisible npc mechanics and deeper sorceries, by triggering the Link hurt sound, and knockback.


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