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A script request thread


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#16 EnnonFenom

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    Why, must I clean out Old Lady Simmon's Cave?

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Posted 14 February 2008 - 11:30 AM

ok if "centre" is British for center then I have done that and L does not make me swim, all it does is switch between my "B" items. Would this be because I had to change the boots item class to custom instead of boots class?

#17 Joe123

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Posted 14 February 2008 - 12:10 PM

Would it be OK to make it so that you equip the boots as an item rather than scripting them as an L item like that?

#18 EnnonFenom

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    Why, must I clean out Old Lady Simmon's Cave?

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Posted 14 February 2008 - 06:53 PM

I am not sure, would I still be able to switch between swimming then attack still?
cause the effect I am trying to go for is like Oot under water effect.

#19 Joe123

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Posted 15 February 2008 - 04:28 AM

Yes yes, how it would work would be the same as the tunics in the Fort Knights.
Which you might not be aware of, so I'll run you through it:

Link equips the boots to the 'B' button.
Link walks into a newly scripted water combo.
Link starts to 'swim', and can't use any items.
Link presses 'B'.
Link now has the boots equipped, and can use items.
Link equips another item to the 'B' button.
Link can now use that item, and still has the boots on.
Link equips the boots back to the 'B' button again.
Link presses 'B'.
Link now un-equips the boots and is swimming again.

#20 EnnonFenom

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    Why, must I clean out Old Lady Simmon's Cave?

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Posted 15 February 2008 - 12:32 PM

Ok then that sounds good to me!

#21 Joe123

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Posted 22 February 2008 - 11:58 AM

http://www.mediafire.com/?mxtleyoxedt

Have a go with this.
While Link has the 'boots' item, (as in the hard-coded one), he can press L to equip/unequip them whilst in water.
While he doesn't have it, he has to swim.

While swimming, he can't use any items, but he travels faster.

I could add a little bit of script to check whether he has the flippers, then if he does, add a little bit of OoA/OoS style deep-water code, to damage Link and send him back to where he entered the screen, if you so desired.

#22 EnnonFenom

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    Why, must I clean out Old Lady Simmon's Cave?

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Posted 23 February 2008 - 10:38 PM

Ok humm...Well I thought I set it up right, but i got some problems, would you check it out for me joe123? If so I will pm you the qst.

#23 Joe123

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Posted 24 February 2008 - 05:03 AM

Yes I will.

I've had to change the script quite significantly to get it to work though, so you might want to export the script from that quest and copy it over.

Edited by Joe123, 24 February 2008 - 05:04 AM.


#24 EnnonFenom

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    Why, must I clean out Old Lady Simmon's Cave?

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Posted 24 February 2008 - 11:36 AM

Yeah I did that, and double checked that the boots, and ltmswim were the same ID, But I am not sure on the link tile mod, cause I just put what you had -80, which I know wont work for my qst. Because link can only walk sideways, when walking up or down he turns into random text and enemies.

One thing I just noticed this morning is on one of the layers you did there was d-warps, should I have done that?

#25 Joe123

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Posted 24 February 2008 - 11:47 AM

Right, Link Tile Modification.

The number in the box will move Link's tiles along that far.
On my tilesheet, I've set up some tiles for Link swimming that are -80 tiles away from Link walking.
Go have a look.

That means that when I 'modify' Link's tiles by -80, he'll look like he's swimming (when really he isn't but we shan't worry about that too much).

D-warps?
Hmm?

#26 EnnonFenom

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    Why, must I clean out Old Lady Simmon's Cave?

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Posted 24 February 2008 - 02:46 PM

Right, now I get it. But yeah on the screen with the boards around the water, there are d-warps inside the area were the water would be! Perhaps just a accidental use of some blank d-warps?

#27 Joe123

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Posted 24 February 2008 - 02:48 PM

Boards around water?

There's only one screen and there's no boards on the screen...

By d-warp, you do mean 'Direct Warp', correct?

#28 EnnonFenom

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    Why, must I clean out Old Lady Simmon's Cave?

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Posted 24 February 2008 - 03:41 PM

Yes I mean Direct warps, and yeah there is three screens involved in it:

main screen: IPB Image

water screen:IPB Image

and boarder screen which has the d-warps:IPB Image

Oh and when you add the 2 wide script it is actually 3 wide, 2 tall , for some reason its just that way, check here and you'll see post #21 :
http://www.purezc.co...o...34579&st=15


#29 Joe123

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Posted 24 February 2008 - 06:35 PM

Oh!

No, the fact that they're direct warps is completly irrelevant.
They were just overlays to make the edge of the water without making extra tiles.

Combotypes have no effect on layers.

Edited by Joe123, 24 February 2008 - 06:35 PM.


#30 EnnonFenom

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    Why, must I clean out Old Lady Simmon's Cave?

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Posted 24 February 2008 - 09:21 PM

Thats what I thought, ok


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