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Dominion Rod

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#1 LordVolcanon

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Posted 25 March 2012 - 07:33 PM

Dominion Rod


Description

This item which is based off the one from twilight princess allows you to grant movement to ffcs by hitting them with a dominion sphere which are fired by the dominion rod. These statues have the option of damaging enemies, obey walkability, and can even activate certain switches. They move in the direction Link is facing constantly coming to a stop when they hit a pit, water, or a solid combo.

Screenshots and Demo

Example Quest

Code

Script


Setup

First and forost set your constants for both this script and ffcscript.zh Second you need to create the rod item. It should be a melee weapon that can't fire projectiles on it's own. I personally prefer a wand or sword. Then you need to set up your statue combos. They should be organized like so. The first four should be the inactive combos, second four are the active idle combos, and the last four should be the active moving combos. Each set of four should be correlated up, down, left, and right. Now lastly you need to set up the dominion switches. These should be just regular combos and must always be placed on layer 0. Now for arguments, there's three scripts here so I will divide this into 3 sections.

Dominion Rod
  • D0 is the ffc script slot number with the DominionSphere script.
  • D1 is the step speed of a dominion sphere in 100ths of a pixel per frame.
  • D2 is the sprite used by a dominion sphere.
  • D3 is the sound used when a dominion sphere is fired.
  • D4 is whether or not to rotate the sprite. "0 = false, 1 = true"
Dominion Statue
  • D0 is the velocity of the ffc when moving.
  • D1 is the damage of the dominion statue when it collides with an enemy. You can disable npc collision by setting this to 0.
  • D2 is the sound used when the statue is activated.
  • D3 is the sound used when the statue is deactivated.
Dominion Switch
  • D0 is the ffc script slot number with the dominion statue script.
  • D1 is the combo data of the switch when activated.
  • D2 is the cset of the switch when activated.
  • D3 is whether the secrets triggered by the switch are permanent.
Resources

std.zh is needed as well as ffcscript.zh

Edited by Ebola Zaire, 25 April 2013 - 01:25 PM.


#2 idontknow8

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Posted 27 March 2012 - 09:27 PM

Would not compile:

Line9: Error S10: GetEquipment Item A is undeclared
Line9: Error S10: GetEquipment Item B is undeclared

#3 Nick

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Posted 27 March 2012 - 11:17 PM

GetEquipmentA() and GetEquipmentB() are part of std.zh, so make sure you are importing that. This script also requires ffcscript.zh, which is a download linked in the resources. icon_wink.gif

#4 Bagelmaster1

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Posted 20 July 2012 - 05:25 PM

I don't understand D2 on the dominion rod. How would you number a sprite?

#5 Jared

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Posted 20 July 2012 - 05:30 PM

It shows the sprite number when you select it in Weapons/Misc. icon_wink.gif

#6 Bagelmaster1

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Posted 20 July 2012 - 06:46 PM

Thanks Jared. I see now.

Edit - Uhh... I have it properly working for the most part, but I cant stop him from moving unless I leave the screen.

Edited by Bagelmaster1, 20 July 2012 - 08:14 PM.


#7 Da Masta Sord

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Posted 06 December 2012 - 12:17 AM

Sorry to Ressurect this dead topic but what are the inactive combos,active idle combos, and moving combos

Edited by Da Masta Sord, 06 December 2012 - 12:19 AM.


#8 MoscowModder

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Posted 06 December 2012 - 09:06 AM

QUOTE(The post at the top of this thread)
Then you need to set up your statue combos. They should be organized like so. The first four should be the inactive combos, second four are the active idle combos, and the last four should be the active moving combos. Each set of four should be correlated up, down, left, and right.


Inactive = Turned off
Active idle = Turned on (under your control), not moving
Moving = Moving

Make those 12 combos all together just like the post at the top of this thread tells you to.

#9 Da Masta Sord

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Posted 06 December 2012 - 11:16 AM

And where do I go to find theese combos do I set the script to the statue

#10 MoscowModder

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Posted 06 December 2012 - 11:59 AM

You create the combos yourself.

Set the statue FFC to the first of those 12 combos.

You give the statue FFC the statue script, give the switch the switch script, and give the rod item the number of the rod FFC script (you can check it when compiling the script).

#11 Da Masta Sord

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Posted 06 December 2012 - 02:25 PM

How do I create the combos

#12 MoscowModder

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Posted 06 December 2012 - 02:32 PM

Find some empty slots in the tile page, right->click each one and select edit, then find the tile you want, and set the animation frames and speed.

If you don't know how to do that, then go find a ZQuest tutorial here on the forums.

#13 Da Masta Sord

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Posted 06 December 2012 - 04:16 PM

Where do I set the STATUE D0S and the SWITCH D0s

#14 Da Masta Sord

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Posted 06 December 2012 - 04:20 PM

Are the combos for the statues just regular combos and Do I use the freeform editor for anything

P.S. sorry for all the questions but I'm a scripting NOOB and if I make a mistake or misread anything It won't work

P.S.S. someone should make a video tutorial on how to do this

#15 MoscowModder

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Posted 06 December 2012 - 05:06 PM

You can set the D# values for an FFC in the arguments tab (Right click->Edit FFC->Arguments).

For future reference, you can add to a post you've already made with the edit button, and posting twice in a row in less than 24 hours is usually frowned upon.



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