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#1 Sans

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Posted 18 March 2017 - 02:27 PM

Hi i have a script request for my project. i want to add the Mermaid Suit to access at the deeply waters and then when we dive that we access at the underwater (Direct warp if possible) like the Oracle of Ages functions and then when he is on underwater he got a mermaid tail, but i not seen any scripts here or outside from here.



#2 ywkls

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Posted 18 March 2017 - 04:22 PM

Are all of the underwater sections going to be on the same DMap? Are there some areas where it will not be possible to use this ability? Does the method of returning to the surface matter? What button do you want to have the player press to dive?

 

I've got some plans to include something similar in my own quest, so I might be able to work something up for you that works if you can clarify those things.



#3 Sans

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Posted 18 March 2017 - 08:08 PM

the bouton you have to press to dive is ''B'' to dive. Only on the waved waters or deeply water that will be possible. 



#4 ywkls

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Posted 18 March 2017 - 08:19 PM

the bouton you have to press to dive is ''B'' to dive. Only on the waved waters or deeply water that will be possible. 

So, a specific combo; combo type or flag? Or it could be a combination of those things.

 

With regard to returning to the surface, would that be anywhere; or only in specific spots?

 

Is normal diving disabled elsewhere?

 

This would actually probably work better as a global script component than an item script, now that I think about it; since you can't normally add item scripts to flippers.

 

I'll experiment around with the idea a bit while you decide which option you'd like.



#5 Sans

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Posted 18 March 2017 - 08:24 PM

i'll try with the combo type Script 3.
When you dive you cannot be warping on the normal deep waters, You cannot access at the deeply waters that required the Mermaid Suit with the Zora Flippers.
For the Global script i cannot combine the script with another scripts on ''Active'' slot.



#6 ywkls

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Posted 19 March 2017 - 12:07 PM

i'll try with the combo type Script 3.
When you dive you cannot be warping on the normal deep waters, You cannot access at the deeply waters that required the Mermaid Suit with the Zora Flippers.
For the Global script i cannot combine the script with another scripts on ''Active'' slot.

Well, it'd be its own thing. Probably after Waitdraw().

 

From what you said about the flippers, that means you want to be unable to swim there at all until you get the item? That's a bit more complicated.

 

I still need to know whether all the areas you can use it would be going to the same DMap or not. 



#7 Sans

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Posted 19 March 2017 - 12:34 PM

well that will all areas on the same DMap that i can use it



#8 Sans

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Posted 20 March 2017 - 08:57 AM

to be honest i think the better is to apply this script for all
DMap that can work.
Also there's a FFC that we can target the script
on certain area to run the script ?

#9 cavthena

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Posted 20 March 2017 - 12:33 PM

I'd go with a global script.

Check for special deep water/ocean combos via flags, types or combo numbers. Then under water dmaps by dmap flags.

#10 Sans

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Posted 20 March 2017 - 12:38 PM

alright. :) and what about the same combo for the ocean waves or deeply waters ?


Edited by Cedric, 20 March 2017 - 12:40 PM.


#11 ywkls

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Posted 20 March 2017 - 01:55 PM

alright. :) and what about the same combo for the ocean waves or deeply waters ?

One method I used for something similar was to have the scripts check to see if you have the item and then automatically change one particularly flagged or type of combo onscreen to something else.

 

For example, you could have it where that the places you can't swim are all labelled with flag 98 and until you get the Mermaid Suit; they're solid. Once you acquire it, they change.

 

Example Code

 

Please keep in mind that this method hasn't been tested and may not work as desired.


Edited by ywkls, 21 March 2017 - 10:34 PM.


#12 Sans

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Posted 20 March 2017 - 01:58 PM

Alright thanks :) if it's not work i'll tell you.

 

Edit: I tested the script. The compilation works but however i don't see the script name like ''Mermaid Suit'' or something like that


Edited by Cedric, 21 March 2017 - 01:54 PM.


#13 Sans

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Posted 21 March 2017 - 01:54 PM

So let me know if i'am understand.
First i must make a walkable deeply waters combos and i must set them all ''Script3'' with the Flag ''98''
and then set the script at the Mermaid suit's actions ?
 
After i must set the Direct Tiles Warp / Direct Side Warp as ''A'' to ''D'' pressing on ''B'' and when
i want to return at surface i must press B on all combos that there's the Flag ''98'' ?


#14 ywkls

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Posted 21 March 2017 - 10:37 PM

 

So let me know if i'am understand.
First i must make a walkable deeply waters combos and i must set them all ''Script3'' with the Flag ''98''
and then set the script at the Mermaid suit's actions ?
 
After i must set the Direct Tiles Warp / Direct Side Warp as ''A'' to ''D'' pressing on ''B'' and when
i want to return at surface i must press B on all combos that there's the Flag ''98'' ?

 

Not exactly.

 

First, make a set of unwalkable combos for the deep water and have them all be type script 3 with flag 98. Then, have a second set of combos that is walkable which is just Water type with flag 98. The script will automatically switch them out. (I edited it above to match this new setup.)

 

There's no need for Direct Warp or SideWarp combos. The function Link->PitWarp works like a direct warp, sending you to the same spot you're currently occupying on a specific DMap.

 

Also, because this is a global script component; the actual Mermaid Suit item wouldn't need this set as a script to either of its slots. I hope this clarifies matters a bit.



#15 Sans

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Posted 25 March 2017 - 09:06 AM

hum... i think i'll need a test quest to see they effects


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