integrated the sideview ladder and "climb" flags together, so Link always faces up when climbing the sideview ladder now - which i believe is what you wanted the behavior to be. also, made it so Link can jump up and catch the bottom of a ladder earlier, and can hang from the bottom of a ladder.
that meant reworking the pegasus boots script quite a bit. because the dash direction was based on link's direction, and link can't change direction while dashing, it gave me a lot of problems. the PegasusDash variable (previously true/false depending on if dashing or not) is now the dash direction, with -1 being not dashing. on the sideview ladder, just using the Peg boots will make Link dash up, but pressing another direction while initiating the dash will cause Link to dash that direction. Dash down a ladder will make him slide down facing up (no sword). Dash left or right he'll face that direction and if sword equipped he'll hold it out. Falling off the bottom of a ladder while dashing down will do a cool downward thrust attack.
other changes
. sideview ladder can now be an ffc or a global. ffc is good if you want to only use it on a few screens, and to give more flexibility with recycling the script ComboTypes and Flags. global if you use the sideview ladder on lots of screens. DON'T use both at the same time.
. sideview swim
- added transition between water and SV ladders
- wavy effect is a script argument now. D0, 0=off, 1=wavy on
- conveyors added, just add the SV swim flag to the standard conveyor combo types.
- to make non scripted enemies that would work with this. i'd make them flying type. for screens that aren't all water, i'd put a row of no enemy flags on top of the water, and place each enemy with placement flags. so you can have keese above, and fish below or something.
file removed, it's in the database now, see details here http://www.purezc.ne...55#entry939346
Edited by justin, 09 January 2015 - 08:07 PM.