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Deku Nuts, Sticks, another button and Zelda's Letter.


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#1 Jared

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Posted 20 December 2010 - 05:56 PM

Are there any scripts for the Deku Nuts and Sticks?
And does Zelda's Letter work like a bottle?

If then, I will need a code for a second "bottle"

Also, how would i script another button for rolling, and what button should I put it to?
--
And is there a way to change shields?

#2 Rastael

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Posted 22 December 2010 - 10:57 AM

For multiple bottles look here:
http://www.purezc.co...showtopic=47671

The roll-code is a bit buggy, so I would not use it. But if you do, I would use the R-button (or the L-utton, if R is allready in use)

You can change shields in the item-editor, I think.


For Dekunuts and Dekusticks, I have no idea.

#3 Jared

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Posted 23 December 2010 - 12:10 PM

The multiple bottles look a bit hard. Plus, I want it to disappear after it's needed.

And I meant change shields like equip different ones, like in Twilight Princess or Ocarina of Time.

I think Deku Nuts will have to do with a Time Clock with a short amount of time.
Not sure about the nuts though.

#4 Beefster

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Posted 23 December 2010 - 04:17 PM

I need something to do, and I haven't messed with ZC in a while. I'll take a crack at Deku Nuts. I was thinking about having it spawn a power 0 explosion... I think that stuns enemies without knocking them or Link back. If not, I could try a ring of boomerangs...

EDIT: Quick and dirty (untested) version:
CODE
const int CR_DEKUNUTS            = 7; //CR_SCRIPT1

const int SFX_DEKUNUT_THROW        = 1; //SFX_ARROW
const int SFX_DEKUNUT_FLASH        = 3; //SFX_BOMB
const int SFX_ERROR                = 12; //SFX_LOWHP

const int SPRITE_DEKUNUT        = 100; //Or whatever you're using.
const int SPRITE_DEKUNUT_FLASH    = 9; //Same as explosion

item script DekuNut {
    void run() {
        if (Game->Counter[CR_DEKUNUTS] > 0) {
            Game->Counter[CR_DEKUNUTS] --;
            lweapon flash = NextToLink(LW_BOMBBLAST, 48);
            flash->UseSprite(SPRITE_DEKUNUT_FLASH);
            flash->Damage = 0;
            Game->PlaySound(SFX_DEKUNUT_FLASH);
        }
        else {
            Game->PlaySound(SFX_ERROR);
        }
    }
}

See if that works reasonably well. I might improve upon it later.

Edited by Beefster, 23 December 2010 - 05:49 PM.


#5 Jared

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Posted 23 December 2010 - 05:27 PM

Thank you very VERY much!!

#6 Rastael

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Posted 24 December 2010 - 04:59 AM

@Lynker: I'm sorry, but your idea with the shields is not possible yet.

@Beefster: What Counter does the dekunuts use?

#7 Jared

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Posted 25 December 2010 - 06:49 PM

I was guessing so. But it's okay icon_smile.gif

#8 MoscowModder

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Posted 27 December 2010 - 10:08 AM

The Deku nuts use counter 7, also known as SCRIPT1. If you are already using that counter, you can change the top line to 8-16, SCRIPT2-10.

#9 Rastael

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Posted 27 December 2010 - 07:08 PM

Thank you. icon_smile.gif
Can I show the new counter on the subscreen?

#10 MoscowModder

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Posted 27 December 2010 - 07:28 PM

Yes. Make a new counter element with Script 1 (or whatever you chose instead).

#11 Rastael

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Posted 28 December 2010 - 05:32 AM

Oh, thank you. icon_smile.gif

Edit:
The Dekunuts are not working in my quest, don't know why...
@Lynker: Does the work in your quest?

Edited by Lord Settra!, 28 December 2010 - 06:12 AM.


#12 Beefster

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Posted 29 December 2010 - 04:46 PM

My idea was a quick and dirty approach. I was afraid it wouldn't work. I'll have to use another method that involves spawning power 0 boomerang lweapons for a few frames.
EDIT: Apparently, enemies have a stun parameter I didn't know about. I'll just set that instead... But then it will work on shielding enemies... Eh. I'll figure it out if FefeRawft doesn't first.

It's gonna have to wait until next year. icon_razz.gif I'm at my brother's house until then.

Edited by Beefster, 29 December 2010 - 04:49 PM.



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