Magical Shield
#1
Posted 10 October 2007 - 07:41 PM
#2
Posted 11 October 2007 - 02:03 AM
#3
Posted 11 October 2007 - 07:50 AM
#4
Posted 11 October 2007 - 12:43 PM
ffc script shield{
void run(int a, int b, int c, int d, int e, int f, int g, int h){
while(true){
if(Link->Item[93]){
Screen->ComboT[ComboAt(a,b) && ComboAt(c,d) && ComboAt(e,f) && ComboAt(g,h)] = 41;
}
Waitframe();
}
}
}
This should work, however I haven't tested it. Just import it and stick it on an FFC on the screen.
What it'll do is check whether Link has the small shield, then when he does, change up to four combos to be direct warp type. You set the X&Y coordinates of those pitwarps via the arguments in the FFC, ie; direct warp one at (argument 0, argument 1), direct warp two at (argument 2, argument 3) etc. If you just leave 0's, it'll change the the combo in the top left so that should'nt be a problem.
If you get a compiling error or it doesn't work or whatever tell me and I'll check it and fix it.
Edited by Joe123, 11 October 2007 - 12:44 PM.
#5
Posted 11 October 2007 - 04:35 PM
#6
Posted 11 October 2007 - 04:58 PM
Direct Autowarp. It's interesting how I didn't think of that really; I've been using it myself plenty recently. Ah well.
void run(){
while(true){
if(Link->Item[93]){
this->Data=(94);
}
Waitframe();
}
}
}
Ok, so just set the screen's A warp to warp you to the duplicate screen, and check the 'direct autowarp' screen flag.
#7
Posted 12 October 2007 - 02:35 AM
>_<
Direct Autowarp. It's interesting how I didn't think of that really; I've been using it myself plenty recently. Ah well.
void run(){
while(true){
if(Link->Item[93]){
this->Data=(94);
}
Waitframe();
}
}
}
Ok, so just set the screen's A warp to warp you to the duplicate screen, and check the 'direct autowarp' screen flag.
You should make them variables so more people can use the script. Good for infinite upgradable shops too.
//DO- the item neccesarry
//D1- the dir_warp combo
ffc script shield{
void run(int item_num, int combo_change){
while(true){
if(Link->Item[item_num]){
this->Data=(combo_change);
this->X = Link->X; this->Y = Link->Y;
}
Waitframe();
}
}
}
Edited by Gleeok, 12 October 2007 - 02:36 AM.
#8
Posted 12 October 2007 - 10:32 AM
#9
Posted 12 October 2007 - 11:27 AM
#10
Posted 12 October 2007 - 06:09 PM
I was perfectly capable of setting them to be variables, but I thought it would be easier for Moonwhisper to set up in his game if I didn't.
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