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Shameless BotW Gimmick Rip-off Question


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#1 Anthus

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Posted 13 March 2017 - 11:51 PM

This thread contains minor BotW spoilers. Pertaining mostly to the mechanics involved in obtaining more hearts, and stamina. If you don't want to be spoiled, please redirect yourself from this thread. :P

 

 

 

 

Still here? Okay. I'm wondering if it is possible to have it so Link can obtain a number of items using a counter, and if these said items can be traded in for other items. Using string control codes so long as the item editor, and counters work, I should not need a script here otherwise.

 

Here's the scenario(s):

  • Link enters place with guy (bait room). Guy needs bait. Link has X amount of counter items required to pass. If link has X amount of items, he gives link bait (string control codes) which he can use to make the guy leave and go into the next room but without taking those said items. This guy warns Link that once he enters the next room though, X amount of items will be taken and exchanged for either another heart container or magic container (This part is not as important, treat it as one item for the sake of the question).
  • Link enters place with guy (bait room). Guy needs bait. Link does not have X amount of items needed to pass. Link cannot go on cause the string control code knows Link does not have enough of that item. Better go git gud.

 

 

tl;dr version, can string control codes work with script counters for items that reference those without scripts?

 

 

EDIT: Can someone move this to ZC Editor Help? Sorry guys.



#2 Timelord

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Posted 14 March 2017 - 10:19 AM

tl;dr version, can string control codes work with script counters for items that reference those without scripts?
 
 
EDIT: Can someone move this to ZC Editor Help? Sorry guys.


\6\X\X\X - Goto If Counter. If a counter is at or above a certain value, then ZC switches to another string. Argument 1 is the counter, argument 2 is the value, and argument 3 is the string to switch to.

This doesn't care what counter you use, as long as it is a valid counter. Nothing makes 'Script' counters special. That is merely how they were named.
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#3 Anthus

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Posted 14 March 2017 - 11:13 AM

Thanks, looks like it should work. Who knows if this will actually amount to anything but thanks anyway. :)

#4 Timelord

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Posted 14 March 2017 - 03:30 PM

Thanks, looks like it should work. Who knows if this will actually amount to anything but thanks anyway. :)


FWIW, I made, and later scrapped a weapon, armour, and shield Hardness and HP system for ZC.

What works for a pen and paper RPG is just annoying in an adventure game, and you need common OP gear available inexpensively for it to be balanced, and fun for the player.

#5 Anthus

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Posted 15 March 2017 - 12:51 AM

I'm not looking into a full breakable weapons system. Something like that would be too hard to implement in a fun way in ZC. I basically just want it so that if Link has 4 "force gems" he can trade them in for either a heart or a magic upgrade at various places throughout the overworld. I'm going to be honest though, I haven't even opened ZC more than a few times in months, and I was more or less asking out of curiosity. I wish I still had the time to sink into making a worthwhile quest, but oh well.


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#6 Reflectionist

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Posted 19 March 2017 - 12:35 AM

That does sound like a really cool idea, Anthus. I think my quest will be a little more traditional in that regard. What are some other ways this can be used?
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#7 Anthus

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Posted 19 March 2017 - 02:51 PM

That does sound like a really cool idea, Anthus. I think my quest will be a little more traditional in that regard. What are some other ways this can be used?

I thought of a simpler way to do this. So you walk in to a cave/ shrine/ whatever and the guy says "One with 4 force gems may enhance their being. The left is life, the right is strength (magic/ stamina)" or something like that. He's referring to two tile warps. The life one takes you to a screen with a string that checks if link has at least four of "script counter 1" items. If so, you get a heart. If not you're told to come back later. You will be able to use these multiple times, and the stamina side works the same. So long as you have at least 4 force gems you'll be able to use these.

One thing I've yet to figure out is how I'll prevent Link from accidentally wasting gems if his hearts or magic is maxed, and the player enters the room anyway.

Edit: for the above I think I can have a control code check links current amount of hearts or magic before taking the gems but I'm not sure. If he's at the max, you are told so, and can't waste the gems. Maybe?
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#8 Reflectionist

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Posted 24 March 2017 - 05:37 PM

So, you could make Magic Containers work like Heart Pieces... cool. Could it be modified into how upgrading worked in Skyward Sword?

My thinking is that Bomb Bags and Quiver Upgrades are made from materials, you collect 5 different materials, keep a counter on them, and it takes a certain 3 to make a bomb bag, and a different 3 to make a quiver.

#9 Anthus

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Posted 24 March 2017 - 06:50 PM

So, you could make Magic Containers work like Heart Pieces... cool. Could it be modified into how upgrading worked in Skyward Sword?

My thinking is that Bomb Bags and Quiver Upgrades are made from materials, you collect 5 different materials, keep a counter on them, and it takes a certain 3 to make a bomb bag, and a different 3 to make a quiver.


I don't see why that wouldn't work. The only thing I can think of is if there is some limit on the amount of counters you can use. That's actually kind of a good idea.

#10 Reflectionist

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Posted 24 March 2017 - 08:16 PM

Lets see...
Dodongo Stomach
Moblin Belt
Octorok Snout
Darknut Scabbard

Those sound like mats for Bomb Bags and Quiver Upgrades. I like this concept, but it needs work.
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