Edited by ennonfenom, 02 March 2008 - 04:15 PM.
A script request thread
Started by
EnnonFenom
, Feb 10 2008 11:45 PM
51 replies to this topic
#46
Posted 02 March 2008 - 04:15 PM
If you could get it to me by tuesday, that would be great, because as of tuesday night, I will be gone for a bit.
#47
Posted 02 March 2008 - 04:40 PM
Well I'll see what I can do tomorow night then.
#48
Posted 02 March 2008 - 06:27 PM
Ok that'll be great if you could.
#49
Posted 03 March 2008 - 04:13 PM
CODE
import "std.zh"
const int swimcombo = 0; // Set here the first combo of your 4 Link swimming combos. They should be set up as follows:
// Link, Still, Left; Link, Still, Right; Link, Swimming, Left; Link, Swimming, Right;
// They'll be 2x1 ffcs, so you'll need to use 'A.SkipX' to set them up properly. If you have any
// Queries as to how to do this, you'll have to ask because I'm going to Poland. I know for a fact
// that Plissken knows how to do it.
ffc script deepwater{
void run(){
int x; int y; int loc;
bool bootson; int btimer;
bool stchk; bool fhchk;
int framedelay;
int speed = 2;
int flg = 98; // 35 is centre statue, change it to something else if you want.
int boots = 55; // set here the item ID number of your boots item
int s = 1; // set here the SFX ID that you want to play when Link equips the boots.
int swimLTM = 123; // set here the item ID number of the LTM item that makes link look like he's swimming
while(true){
x = Link->X+8; y = Link->Y+8;
loc = ComboAt(x,y);
if(Link->InputL && Link->Item[boots] && btimer == 0){
if(s != 0)Game->PlaySound(s);
bootson = !bootson;
btimer = 20;
}
if(Screen->ComboF[loc] == flg || Screen->ComboI[loc] == flg){
if(fhchk) fhchk = false;
if(!stchk){
Game->PlaySound(55);
stchk = true;
}
if(!bootson){
Link->InputA = false;
Link->InputB = false;
if(!Link->Item[swimLTM]) Link->Item[swimLTM] = true;
}else{
if(Link->Item[swimLTM]) Link->Item[swimLTM] = false;
}
if(!bootson) speed = 2;
else speed = 1;
if(Link->Action != LA_FROZEN && Link->Action != LA_ATTACKING){
if(Link->InputLeft && Link->Dir == 2){
if(framedelay == speed){Link->X = Link->X+1; framedelay = 0;}
else framedelay++;
}
if(Link->InputRight && Link->Dir == 3){
if(framedelay == speed){Link->X = Link->X-1; framedelay = 0;}
else framedelay++;
}
if(Link->InputUp && Link->Dir == 0){
if(framedelay == speed){Link->Y = Link->Y+1; framedelay = 0;}
else framedelay++;
}
if(Link->InputDown && Link->Dir == 1){
if(framedelay == speed){Link->Y = Link->Y-1; framedelay = 0;}
else framedelay++;
}
}
if(Link->Dir == 2){
this->X = Link->X - 16; this->Y = Link->Y;
this->Data = swimcombo;
if(Link->Action == LA_WALKING) this->Data = swimcombo+2;
}else if(Link->Dir == 3){
this->X = Link->X - 16; this->Y = Link->Y;
this->Data = swimcombo+1;
if(Link->Action == LA_WALKING) this->Data = swimcombo+3;
}else this->Data = 0;
}else{
if(Link->Item[swimLTM]) Link->Item[swimLTM] = false;
if(stchk) stchk = false;
if(!fhchk){
Game->PlaySound(55);
fhchk = true;
}
}
if(btimer > 0) btimer --;
Waitframe();
}
}
}
const int swimcombo = 0; // Set here the first combo of your 4 Link swimming combos. They should be set up as follows:
// Link, Still, Left; Link, Still, Right; Link, Swimming, Left; Link, Swimming, Right;
// They'll be 2x1 ffcs, so you'll need to use 'A.SkipX' to set them up properly. If you have any
// Queries as to how to do this, you'll have to ask because I'm going to Poland. I know for a fact
// that Plissken knows how to do it.
ffc script deepwater{
void run(){
int x; int y; int loc;
bool bootson; int btimer;
bool stchk; bool fhchk;
int framedelay;
int speed = 2;
int flg = 98; // 35 is centre statue, change it to something else if you want.
int boots = 55; // set here the item ID number of your boots item
int s = 1; // set here the SFX ID that you want to play when Link equips the boots.
int swimLTM = 123; // set here the item ID number of the LTM item that makes link look like he's swimming
while(true){
x = Link->X+8; y = Link->Y+8;
loc = ComboAt(x,y);
if(Link->InputL && Link->Item[boots] && btimer == 0){
if(s != 0)Game->PlaySound(s);
bootson = !bootson;
btimer = 20;
}
if(Screen->ComboF[loc] == flg || Screen->ComboI[loc] == flg){
if(fhchk) fhchk = false;
if(!stchk){
Game->PlaySound(55);
stchk = true;
}
if(!bootson){
Link->InputA = false;
Link->InputB = false;
if(!Link->Item[swimLTM]) Link->Item[swimLTM] = true;
}else{
if(Link->Item[swimLTM]) Link->Item[swimLTM] = false;
}
if(!bootson) speed = 2;
else speed = 1;
if(Link->Action != LA_FROZEN && Link->Action != LA_ATTACKING){
if(Link->InputLeft && Link->Dir == 2){
if(framedelay == speed){Link->X = Link->X+1; framedelay = 0;}
else framedelay++;
}
if(Link->InputRight && Link->Dir == 3){
if(framedelay == speed){Link->X = Link->X-1; framedelay = 0;}
else framedelay++;
}
if(Link->InputUp && Link->Dir == 0){
if(framedelay == speed){Link->Y = Link->Y+1; framedelay = 0;}
else framedelay++;
}
if(Link->InputDown && Link->Dir == 1){
if(framedelay == speed){Link->Y = Link->Y-1; framedelay = 0;}
else framedelay++;
}
}
if(Link->Dir == 2){
this->X = Link->X - 16; this->Y = Link->Y;
this->Data = swimcombo;
if(Link->Action == LA_WALKING) this->Data = swimcombo+2;
}else if(Link->Dir == 3){
this->X = Link->X - 16; this->Y = Link->Y;
this->Data = swimcombo+1;
if(Link->Action == LA_WALKING) this->Data = swimcombo+3;
}else this->Data = 0;
}else{
if(Link->Item[swimLTM]) Link->Item[swimLTM] = false;
if(stchk) stchk = false;
if(!fhchk){
Game->PlaySound(55);
fhchk = true;
}
}
if(btimer > 0) btimer --;
Waitframe();
}
}
}
Try that.
Follow instructions carefully.
Edited by Joe123, 03 March 2008 - 04:14 PM.
#50
Posted 03 March 2008 - 06:06 PM
Cool thanks Joe123, you have been a big help. Have fun in Poland
#51
Posted 03 March 2008 - 06:13 PM
That's ok, and thanks =)
If you have any problems with it, now is the time to say =P
If you have any problems with it, now is the time to say =P
#52
Posted 03 March 2008 - 06:23 PM
Alright I am going to go check it out right now!
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users