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#526 ShadowTiger

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Posted 07 November 2014 - 07:02 PM

Good luck. Don't forget to get a good Antivirus (Avast!) and SuperAntiSpyware and MalwareBytes, as well as Firefox AddOns "WOT", AdBlock, and NoScript. You'll be good to go. Congrats on the new computer.

Yes, the sword sold by both blacksmiths is the L2 Sword. The Nightmare Buster is the L3 Sword. The Master Sword from Subrosia is the L4 Sword. I also put in a 5th sword which does 500 damage or so because I'm testing it, and is entirely unobtainable.
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#527 vravelo

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Posted 07 November 2014 - 07:36 PM

about  that 5th sword!!..................LOL    . :confused: ... :lol: :lol: :lol: :lol: :lol:

 

Good luck. Don't forget to get a good Antivirus (Avast!) and SuperAntiSpyware and MalwareBytes, as well as Firefox AddOns "WOT", AdBlock, and NoScript. You'll be good to go. Congrats on the new computer.

Yes, the sword sold by both blacksmiths is the L2 Sword. The Nightmare Buster is the L3 Sword. The Master Sword from Subrosia is the L4 Sword. I also put in a 5th sword which does 500 damage or so because I'm testing it, and is entirely unobtainable.



#528 vravelo

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Posted 08 November 2014 - 06:32 PM

sound like a nob question..! I'm doing the train station and can't locate that "relic" for the sake of me" been everywhere!!

I know getting this before on previous play. but today............... alas . I'm lost :worried: ?


Edited by vravelo, 08 November 2014 - 06:32 PM.


#529 ShadowTiger

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Posted 08 November 2014 - 06:38 PM

From the start, go north, north, and north. Bam.

#530 vravelo

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Posted 10 November 2014 - 12:33 AM

I couldn't steal the shield from that guy at pulcheiria,, he was sleeping , I landed from above betwen the ladder to go up and the one to go down, the one down is for the blue dress, did try everything but no luck.. lef items don't work, just the sword (right)...mmm?



#531 ShadowTiger

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Posted 10 November 2014 - 06:19 PM

Well there's only the blue tunic there to take, just like there always is down there. You can't "steal" anything that he has for sale because it's just a shop. All you're doing is going down some stairs and taking a tunic out of a chest. :P

#532 vravelo

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Posted 12 November 2014 - 08:10 PM

that shop at pulcheira again...... before,, prices where to... "out of this world",,, and now whatever you want to buy its say you don't have enough rps for that... mmm, ,, well...finally I took the shield with me, C'uz was easier this time , didn't want to go and buy from that seller on the lake,!!



#533 ShadowTiger

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Posted 12 November 2014 - 08:17 PM

Why would you do that? XD That's so expensive! Even the shop in Kanavas has the Magic Shield, I think. Plus, you should be saving your money for the L3 Shield that can't be eaten by LikeLikes. I think it's sold by that merchant in the Elf Caves, as well as in a hidden cave southeast of the Dam.


Also, I'm realizing that the thing that's really stopping me from "flattening" all of the 4 copies of the Deku Tree into one, is that I need to formulate a script for that Cross-Trap directional thing. It was really easy to do when it was based on four maps. If it were only one, how would that work exactly? That would definitely need to be scripted.

#534 Ranagus

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Posted 06 December 2014 - 11:38 PM

About the Cross-Trap thing...

 

What I would do is make a dungeon-wide direction variable that holds one of 4 values.  For example:

                1 for North

                2 for South

                3 for East

                4 for West

 

The value will need to be reset every time Link dies or enters the dungeon, or whatever it takes to mimic the current behavior.

 

Then I’d make 4 different walkable FFCs to represent the 4 switches.  Each one would have code to check for 2 things:

 

1.  As Link is entering the room, the FFC will check the direction variable and if its corresponding value is set, it disappears.  Underneath the FFC would be a normal “pressed switch” combo to complete the illusion.  

 

 2.  If Link walks on the switch, then the direction variable is set to the corresponding value and then it disappears. 

 

I’m not sure how to make a FFC disappear.  If there isn’t a function that does that, I’d try changing the position to somewhere off-screen. 

 

For the “spikes”, there would be, you guessed it, 4 different FFCs.  Each one would check the direction (as Link enters the room) and disappear if its matching value is set. 

 

I’ve been busy with school and haven’t messed with z-quest in a while.  Maybe I’ll make an example quest over the holiday to iron out the specifics if need be.  No promises though.


Edited by Ranagus, 06 December 2014 - 11:40 PM.


#535 ShadowTiger

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Posted 07 December 2014 - 12:19 AM

Thank you very much for the collaborative gesture, Ranagus. This is indeed one of the last things that's impeding some sort of metaphorical glorious and triumphant release, however infinitely overstated that may be.

It's easy enough to reset the direction of the trap on entry, even though there are now more entrances to the Deku Tree than there originally were.

My first plan was to use four of the Script 1, Script 2, etc, combo types, and just make them solid rather than damaging, not that it'd have anything to do with it. I'd make a 4x4 grid of combos in the Combo Page.


Global Variable number -- Combo Page Distribution -- Cross Trap Direction.
0: XOOO (N)
1: OXOO (E)
2: OOXO (W)
3: OOOX (S)


I probably only need half the combos, to tell you the truth, but I'm hideously OCD. I'd just need one for on and one for off, for each of the four directions. That's 8 combos. Each direction corresponds to a Script Combo 1 through 4 Type.

But that's the easy part, kinda. The buttons to toggle the directional trap will be interesting. Each will be its own FFC, and will likely only need to take a single D variable, because I'll somehow (great word, that...) tie in the global variable with the active and inactive button combos.

#536 Ranagus

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Posted 13 December 2014 - 01:11 PM

Here is the cross-trap script.

This also makes the spikes both solid and damaging. 

 

I ended up borrowing some lines from Colossal's ice-block code for the hit detection and for toggling the combos on and off.

 

Spoiler

 

The setup is more or less like I described earlier.  The FFCs are flagged as changers and “Run Script at Screen Init”.  Give the spike FFCs the spike combo and the switch FFCs the pressed-switch combo.  The FFCs copy this data to their positions on the screen while active but the CSet will be whatever the tile is, so let me know if it's a problem.  Oh, and the reset script needs to be in every spike room.

 

Hopefuly this will explain it better.

https://www.dropbox....ssTrap.qst?dl=0

 

*revised the code to make it more readable and consistent*


Edited by Ranagus, 13 December 2014 - 06:11 PM.


#537 ShadowTiger

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Posted 13 December 2014 - 01:58 PM

... dear sweet crunchy jesus I love you. ... and I think I may owe you my firstborn. We'll deal with that later.

Seriously, thank you so much for this script, and more-so for the example quest. I'm sure it was no small feat. Do please consider me highly honored to have received such a meaningful gift. If ever you wanted to see a change in the quest, or develop an enemy for it, let me know. Two vital parts of the remake of this quest are now possible thanks to you, as well as every other tester who has lent their time to other areas of it.

Production can begin again at last!

#538 Ranagus

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Posted 13 December 2014 - 02:48 PM

Naw *blushes*  you don’t owe me anything, it’s been a pleasure.


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#539 ShadowTiger

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Posted 13 December 2014 - 08:33 PM

Truly. Nay, the pleasure be mine, to be surrounded by such willing and generous people; people who spend hours and hours of their day to work on a thing for free. :-/ No small thing. Not at all.

So, thanks to the generous script, I have the Deku Tree flattened! It's gone from four maps to one. Sort of. Well, at least in terms of the cross-traps. A tiny bit of testing reveals that it does indeed work. Flawlessly, in fact. There's a ton of warps that need to be moved around, and the boss encounters need to be reworked in terms of being able to finish one and then unlock the next, and keeping the ones that haven't been handled yet fully locked. But that should be easier, in a way, than before, at least in terms of lack of confusion between the four maps. I believe I already have (and had made) the script that powers the secrets. Simple, but efficient.
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#540 judasrising

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Posted 13 December 2014 - 08:38 PM

Truly. Nay, the pleasure be mine, to be surrounded by such willing and generous people; people who spend hours and hours of their day to work on a thing for free. :-/ No small thing. Not at all.

So, thanks to the generous script, I have the Deku Tree flattened! It's gone from four maps to one. Sort of. Well, at least in terms of the cross-traps. A tiny bit of testing reveals that it does indeed work. Flawlessly, in fact. There's a ton of warps that need to be moved around, and the boss encounters need to be reworked in terms of being able to finish one and then unlock the next, and keeping the ones that haven't been handled yet fully locked. But that should be easier, in a way, than before, at least in terms of lack of confusion between the four maps. I believe I already have (and had made) the script that powers the secrets. Simple, but efficient.

You are working alot with Doy file now so i ask if i also can use that cross-trap script? i have some ideas for it :bounce:




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