QUOTE(Russ @ Feb 25 2013, 12:41 AM)

But Shane, it could become a car. And let's be honest, a car's slightly more interesting than 2 docks and a ladder.
... so I'm kinda interested in trying to script this now actually. Somebody stop me. >_<
Do it. I challenge you to.
Here's a few Global Variables you will probably need (some, not all, depending on how you do it).
* One each for the car's
** current DMap,
** current DMapScreen (NOT normal screen; when working with DMaps and Screens together, ALWAYS use DMapScreen)
** current X coordinate on that DMapScreen
** current Y coordinate on that DMapScreen
* a Boolean for whether Link is riding the car or not (TRUE if he is, FALSE if not)
* the car's Direction it's facing
* the Tile # of the FIRST tile out of all the car's animations (treated as the "BaseTile")
* an Array of
offsets to use for the car's animation frames (when you draw the graphics using Screen->DrawTile, you will use something like "BaseTile + Offsets[Frame];" to select the tiles to draw)
The rest you could probably figure out. ^^ Drawing the car glitch-free is the hard part. The physics and stuff is easy, and the most fun to write, because there's a billion ways you could set it up and ZScript is basically the Minecraft of Zelda Classic, just all with numbers instead of visual displays.

So make sure to have fun!