Life Potion
#1
Posted 12 November 2007 - 01:57 PM
#2
Posted 12 November 2007 - 02:13 PM
#3
Posted 12 November 2007 - 02:13 PM
You might be able to do it with a custom item, and I think on a counter.
I'd have to get confirmation from someone who better knows what they're doing here, could you:
Set a pickup script to the item to up a counter, which isn't displayed on the subscreen and has max value one
Then set the global script to check if that counter's greater than 0, and if Link's HP == 0, then if it's true, set his HP to 16 or whatever, and reduce the counter by one?
It depends whether ZC waits a frame while Link is on 0 hearts before he dies I suppose
Edited by Joe123, 12 November 2007 - 02:15 PM.
#4
Posted 12 November 2007 - 02:21 PM
#5
Posted 12 November 2007 - 02:33 PM
That's no good then. I don't suppose there would be any other way?
#6
Posted 12 November 2007 - 02:33 PM
#7
Posted 12 November 2007 - 02:41 PM
#8
Posted 12 November 2007 - 02:52 PM
if your not using the 1/4 rule.
#9
Posted 12 November 2007 - 03:29 PM
#10
Posted 13 November 2007 - 11:40 AM
I suggested that they at least add a waitframe quite a while ago, but it never really saw the light of day.
#11
Posted 13 November 2007 - 01:40 PM
#12
Posted 13 November 2007 - 03:31 PM
I suppose it's too late for them to add a frame now.
Edited by Joe123, 13 November 2007 - 03:31 PM.
#13
Posted 13 November 2007 - 08:24 PM
#14
Posted 13 November 2007 - 11:07 PM
Set up your passive subscreen so that the first four (or however many) hearts held by the player are invisible. Say, cover it with a stylized graphic that looks like the start of the heart bar. Then, if the player gets below four hearts, either (1) refill life if the player has the fairy in a bottle item, maybe play animation and sound; or (2) kill off the player if not.
#15
Posted 13 November 2007 - 11:15 PM
You can certainly script this, it just requires a little subscreen work.
Set up your passive subscreen so that the first four (or however many) hearts held by the player are invisible. Say, cover it with a stylized graphic that looks like the start of the heart bar. Then, if the player gets below four hearts, either (1) refill life if the player has the fairy in a bottle item, maybe play animation and sound; or (2) kill off the player if not.
Why didn't we think of that? This would require a global script and an item script, so it could get pretty complicated. I'll work on it and see what I can come up with.
And LostInHyru1e, it can't be added to 2.5 because ZC is on a feature freeze. To make it work without some subscreen gimic, it would require a substantual rewrite of the code to make the game run a few frames after Link dies, and would probably make the game quite buggy.
Edit: Um, how do you check if Link has an item in his inventory? And || means and, right?
Edited by russadwan, 13 November 2007 - 11:24 PM.
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