This should do it:
import "std.zh" // Only include this once in youre Main Script File
/////////////////////////////////////////////////////////////////////////////////////////
// FFC Script Bomb Flower //
// //
// A Script that will create a explosion where this FFC was placed when it got hit by //
// something (Link's Bomb hurt Links need to be checked in the Quest Rules). //
// You need to create a Dummy Enemy in the Enemy Editor and set the dummy constant to //
// the Enemy ID. It should use an invisible Tile, should be Type Other with 1 HP and //
// should not make any noise when it dies. Doesn't count as beatable Enemy should also //
// be checked. Set up it's defenses and it's ready for use (look at the Demo Quest for //
// more). //
// Place an FFC with this Script attached over a Combo on youre Screen that should act //
// as a Bomb Flower. The explosion it creates will damage Link and Enemys. //
// //
// D0: Set this to 1 if you want a Power Bomb Flower, otherwise it will be a normal //
// Bomb. //
// D1: Set this to the Combo that should appear after the explosion. //
// D2: The amount of Damage Link takes from the explosion in full hearts. //
/////////////////////////////////////////////////////////////////////////////////////////
const int dummy = 177; // Dummy Enemy for collision detection
ffc script Bomb_Flower {
void run(int explosiontype, int newcombo, int damage) {
npc dm = CreateNPCAt(dummy, this -> X, this -> Y);
dm -> HitHeight = 10;
while(dm -> HP > 0) {
Waitframe();
}
if(explosiontype == 1) {
lweapon bomb = CreateLWeaponAt(LW_SBOMBBLAST, this -> X, this -> Y);
bomb -> Damage = damage;
} else {
lweapon bomb = CreateLWeaponAt(LW_BOMBBLAST, this -> X, this -> Y);
bomb -> Damage = damage;
}
Screen -> ComboD[ComboAt(this -> X, this -> Y)] = newcombo;
}
}
And here some little demo: http://www.mediafire...Flower Demo.qst
If you think it's good, I will add it to the Database^^
Edited by IntimFuchtler, 10 May 2016 - 03:16 PM.