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Bomb Flowers Script - Update Request


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#1 idontknow8

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Posted 09 May 2016 - 08:04 PM

There's a great bomb flower FFC script which produces a lit Bomb L-weapon when you slash a bush marked with the "slash->next" combo type.  HOWEVER, I was hoping for an update to this script which allows the following:

 

-The bomb flower doesn't need to be a slash->next combo type and in fact, it changes combos and produces a bomb when any of Link's weapons hit it (like a "strike" flag)

-If you have more than one bomb flower near each other and you hit one, when the resulting bomb explodes and that explosion hits another bomb flower, it will be activated too, resulting in a chain reaction.

-You can use arguments to change whether the explosion is a regular explosion or super bomb explosion



#2 DrDiabetus

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Posted 10 May 2016 - 07:35 AM

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.

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#3 idontknow8

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Posted 10 May 2016 - 01:58 PM

Yes!  I love it!  Please do add it to the Database.  I'm sure others would find it useful too.


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