Okay, so I'm getting started on the new scripts for my quest, as well as redesigning dungeons, and I'm wondering about a few things:
I'm using an edited version of Mero's Lava/Pit script (Yeah, I know there are better ones out there, but I've been using this one for years, and am very familiar with how to edit it in order to make it suit my needs), and I wanted to make a central room in the Deku Tree that has webbing that covers a pit warp down to the basement level (You know, since there's one in the actual dungeon from OoT), and I'm already clear on how to change the webbing combos to the pit combos, but I'm not so clear on whether or not it's possible to make the webbing only break only when you fall from the third floor, is that something doable? So, in other words, if you fall through the pit warp on the second floor, the webbing won't change, but if you fall through the third floor's pit warp and THEN the second-floor pit, without touching any non-pit combos, then webbing will change to pit combos (permanently, if possible), and the pit warp will activate. If not, I think I can come up with a workaround, although it may be a bit messy, and I'm not sure if I can make it permanent. Figured it out, I think.
On a similar note, I'm duplicating and editing Mero's Hot Room script to make underwater rooms that you need the Zora Tunic to be in, and I'm planning to add Iron Boots that you need to walk around in said rooms, and that's easy enough (just have the floor combos change to a warp if you don't have the boots), but I was also thinking of using the opportunity to make Silver/Gold Scales That allow you to be in those rooms for a short period of time, figured it could make for some interesting puzzles involving the unequipping/re-equipping of the boots. If I were to do that, I'd need to do a few things that I'm not certain how to pull off (This really isn't mandatory to pull off the underwater room, but it adds a lot more polish):
-Create a timer that counts down based on which scale item you have
-If the timer hits 0, it warps Link to his current position or to a warp point on the associated dmap/screen (so that he can surface in the same spot he was in underwater, again, for puzzle-solving), and sets Link->Action to LA_SWIMMING (if I remember correctly, warps used to water combos usually leave Link standing on top of the water, if I'm wrong about this, ignore this part)
-Make Link ignore walkability if he doesn't have the Iron Boots, but not enemies. Replace Link's walking animation with a swimming animation (not the normal swimming tiles, cuz this is underwater swimming), unless he has Iron Boots on.
-Make an FFC that prevents you picking up items in the room unless they're the right "depth", i.e. Silver Scale can pick up some items, Golden Scale can pick up other items in addition to the ones the Silver Scale can, and the Iron Boots let you pick up any items in the room
-Set boot-switching to "L" (would assume that would consist of giving/taking away boot items in a cycle, the first press would add iron boots, second would add hover boots, and take away iron boots, third would take away hover boots). May also need to add scripts to both items to make Link slower or make his steps slippery.
-Set tunic-switching to "R": More for fun than anything, right now the underwater/hot rooms auto-equip the proper tunic if you have it, which is perfectly serviceable, but maybe some people want to run around in blue or red on the overworld, I know I wore the Zora Tunic EVERYWHERE in OoT. Which actually brings me to a point I needed to ask about (non-scripting-related), do the ring damage divisors stack if you have "keep lower level items" checked? Using the L2 ring for my "adult Link" LTMs, because it changes the game icon, and Level 3 rings for the Goron/Zora tunics (Actually not 100% certain if I can make both L3, since you'll never have them both in your inventory at the same time, and the dummy items which ARE in your subscreen will have different levels, but it may still add both rings every time you put one on... I think I had that issue with Arrows. May have to make the Zora Tunic L4, which kinda sucks for a later plan I had, but there are only 4 game icons, so... I could still add it in, though, it just wouldn't change the game icon), anyways, I need to know if I should be setting the damage divisors to 1 or 2 (Adult Link takes half the damage young Link does), so that his defenses stay the same, regardless of which tunic he has on.
Also trying to figure out a way to spawn more than one item per screen and make an item appear after a combo is triggered, have one screen in the lost woods which has a custom whistle trigger that leads to a heart piece in a cave and an arrow trigger that leads to a bigger quiver in a cave, but I would like to just make both items spawn either right on top of Link, or in a specific location on-screen
Is there any way to draw an entire layer in one combo and transparent via scripting? Adding the Song of Storms in, wanted to use layers 5 and 6 to make the rain/lightning effect (maybe with a nice recurring thunder SFX)
Regarding Moosh's Bottle script, wondering about how I'd go about adding a double serving of Milk into the mix, also a fish that has 1/x chance of spawning when you scoop up water, or a 1/y chance if you scoop up water with a fish hopping out of it (which would just be a different water combo), and maybe a Poe Soul you can put in a bottle which can have random effects (mostly negative, but with a 1/x chance of healing you completely), and then someone who will buy/take certain bottled items, if you talk to them.
I think I had more questions, but I've forgotten them, at the moment. Anyways, if anyone can point me in the right direction, I would very much appreciate it.
Edited by Binx, 22 May 2017 - 04:53 PM.