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#1 Frocks7Snee

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Posted 28 April 2015 - 07:56 PM

So, I found this shovel script in the archive:

http://www.purezc.ne...8772&hl=+shovel

 

But there are a lot of errors when I compile it. Is the script just too old, or can it be fixed to work with the current versions? 

 

Next is this:

http://www.purezc.ne...showtopic=66937

 

I was using the magnetic gloves script, and I wanted to add some things:

- Link would keep his attacking sprite while the button is still being held

- A small graphic would appear infront of link, with a different color depending what mode (N or S) the glove is in.

 

The problems I ran into when doing this were that link would constantly flash between his normal sprite and his attacking one, and then there's the fact that I'm not sure how to implement the small graphic infront of link.

 

Sorry if I sound dumb, I'm relatively new to scripting. Any help would be great.


Edited by Rocks4Free, 15 May 2015 - 02:02 PM.


#2 Deedee

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Posted 29 April 2015 - 06:21 AM

Magnaglove here:

Spoiler


#3 Frocks7Snee

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Posted 29 April 2015 - 02:26 PM

Your edit to the script creates the same problem that mine did; link flashes between his normal sprite and attacking sprite like this (except faster): http://gyazo.com/f50...74d2bc75d17d71e

(I can't put GIFs directly into the post)



#4 Frocks7Snee

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Posted 03 May 2015 - 06:29 PM

Bump?



#5 justin

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Posted 03 May 2015 - 06:43 PM

Is that your whole script file? The magnet script posted by Dimentio or is there more to it that could be setting Link->Action == LA_NONE ?

Otherwise it might have something to do with placement in relation to Waitdraw(); which isn't in Dimentio's global script. It doesn't need to be included and when not included I'm not sure where the compiler adds it (just before Waitframe or at the start of global loop). I know some things like setting Link->Dir have to happen after the Waitdraw or they don't work.

I've been pretty busy lately and still am so unlikely I'll actually try and figure it out anytime soon. Sorry.

#6 Lejes

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Posted 03 May 2015 - 06:50 PM

Link freaking out is just what Link->Action = LA_ATTACKING does. ZC doesn't have a lot of options for controlling his animation. It would be easier to just draw a tile over him.



#7 Frocks7Snee

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Posted 11 May 2015 - 06:39 PM

Now I'm having issues with a different script. I'm using Joe123's signpost script, (a little modified, but barely) and I can't get it to actually do anything when I go up to it and press A. Here's the script:

Spoiler

 

Any ideas?


Edited by Rocks4Free, 11 May 2015 - 06:43 PM.


#8 Lejes

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Posted 11 May 2015 - 07:25 PM

What are the FFC's arguments set to?

#9 Frocks7Snee

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Posted 11 May 2015 - 08:07 PM

D0 = 10

D1 = 0

D2 = 9



#10 Lejes

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Posted 11 May 2015 - 08:12 PM

And the FFC is on top of the combo? It should be lined up exactly.

#11 Frocks7Snee

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Posted 11 May 2015 - 08:26 PM

It's lined up exactly. Still nothing.



#12 Frocks7Snee

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Posted 15 May 2015 - 01:59 PM

I've since switched to a different sign script that I found in my ZC folder, and it seems to work, except it conflicts with Moosh's NPC script. Whenever I compile the signpost script and save, the NPCs dont work ingame, and whenever I compile the NPC script, the signposts dont work in game. Here are my scripts:

NPC

Signpost


Edited by Rocks4Free, 15 May 2015 - 02:02 PM.


#13 Avaro

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Posted 15 May 2015 - 02:02 PM

All scripts need to be compiled at once. Put both scripts in the same file. Like this:

 

Spoiler


#14 Frocks7Snee

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Posted 15 May 2015 - 02:08 PM

Ah, thanks. Also, does Link->Item[insert item here] = true; work for collectables like rupees, keys, bombs, etc?



#15 Avaro

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Posted 15 May 2015 - 02:29 PM

No, that function is only for inventory items, but there's other functions to change those counters.

Game->Counter[CR_RUPEES] += 10;

This would give Link 10 rupees for example.




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