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Can't Continue this way Combo


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#16 NewJourneysFire

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Posted 08 December 2016 - 04:46 PM

I could work with the temporary for the time being. That sounds good. I had no idea this would turn out to be complicated of a script knowing the simplistic nature of what it's trying to achieve, but it is asking a lot out of the ZC program it would seem. Sorry for asking for such a demanding script.

If it turns out to be too stressful we can try an alternate approach of having the combos solid but trigger the message instead.

#17 ZoriaRPG

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Posted 08 December 2016 - 06:44 PM

I could work with the temporary for the time being. That sounds good. I had no idea this would turn out to be complicated of a script knowing the simplistic nature of what it's trying to achieve, but it is asking a lot out of the ZC program it would seem. Sorry for asking for such a demanding script.

If it turns out to be too stressful we can try an alternate approach of having the combos solid but trigger the message instead.

Heh. It prompted me to take care of one of the items on the 2.54 to-do list, namely allowing diagonal movement to be enabled, or disabled by script. That proved an easier task; adding it to ZC, than this script is to correct



#18 Avataro

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Posted 08 December 2016 - 07:47 PM

I'd suggest D5 as a variable to determine the direction.

#19 ZoriaRPG

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Posted 08 December 2016 - 08:55 PM

I'd suggest D5 as a variable to determine the direction.

 

I suppose, I this instance, that would work. Good notion, that

 

I had no idea what the desired implementation was, when I wrote it; meaning, if there were to be multiple-way barriers of some sort.



#20 Joki

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Posted 09 December 2016 - 05:03 AM

Impressive work!



#21 ZoriaRPG

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Posted 09 December 2016 - 09:29 PM

I could work with the temporary for the time being. That sounds good. I had no idea this would turn out to be complicated of a script knowing the simplistic nature of what it's trying to achieve, but it is asking a lot out of the ZC program it would seem. Sorry for asking for such a demanding script.

If it turns out to be too stressful we can try an alternate approach of having the combos solid but trigger the message instead.

 
All done...
 


 
All args are the same, except that I added D5.
Use D5 to specify the direction to push Link, where:
0 == Up
1 == Down
2 == Left
3 == Right
 

Just recompile with that, and set D5 on screens with this problem. If you need to block more than one direction, use a different combo for each, and place additional instances of this on the screen.

 

Example Quest

 

Spoiler

 




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