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A New Enemy Projectile Attack


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#31 TK8305

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Posted 07 May 2015 - 01:56 PM

Ok how would I install this script Lejes?  Could you walk me through it? 



#32 Lejes

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Posted 07 May 2015 - 03:31 PM

1. Copy and paste that chunk of code onto the end of your existing script file. Remember to save it.

2. Load up your quest and press Y. Click import, and find your file.

3. Click compile. This will bring you to a screen where you can load the scripts into slots. Load the one named "snowflake" into an empty slot.

4. Go to a room with Manhandla and press F7 to bring up the FFC window. Pick any FFC to edit.

5. On the Data tab, select the snowflake script in the dropdown.

6. In the Arguments tab, put 129 for D0. D1 is the step speed of the snowflake, D2 is the sprite, D3 is the frequency in degrees per frame (6 will get you one full oscillation per second), D4 is amplitude in pixels (8 is a good number, but you can set it to whatever you want).



#33 TK8305

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Posted 07 May 2015 - 04:56 PM

1. Copy and paste that chunk of code onto the end of your existing script file. Remember to save it.

2. Load up your quest and press Y. Click import, and find your file.

3. Click compile. This will bring you to a screen where you can load the scripts into slots. Load the one named "snowflake" into an empty slot.

4. Go to a room with Manhandla and press F7 to bring up the FFC window. Pick any FFC to edit.

5. On the Data tab, select the snowflake script in the dropdown.

6. In the Arguments tab, put 129 for D0. D1 is the step speed of the snowflake, D2 is the sprite, D3 is the frequency in degrees per frame (6 will get you one full oscillation per second), D4 is amplitude in pixels (8 is a good number, but you can set it to whatever you want).

 

Where would I find my existing script file?  That is what is confusing me here.  



#34 Lejes

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Posted 07 May 2015 - 06:27 PM

It's just a text file with the extension .z. If you don't already have one that contains other scripts, just make a new file for it.



#35 MoscowModder

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Posted 07 May 2015 - 06:32 PM

He has all of his scripts in his buffer. Just FYI.



#36 TK8305

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Posted 07 May 2015 - 07:43 PM

Lejes says he needs the Laser.zh file...can someone supply him it?  Or was it built into my Quest Buffer?  o_O;

 

See, I don't know jack about this scripting stuff.  ;-;



#37 idontknow8

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Posted 15 May 2015 - 06:56 PM

I got the script to work.  What are the different numbers to use for the other e-weapons?



#38 Lejes

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Posted 15 May 2015 - 07:04 PM

//EWeapon types. Use with Screen->CreateEWeapon() and Screen->LoadEWeapon().
const int EW_ARROW              = 130;
const int EW_BRANG              = 131;
const int EW_BEAM               = 132; // Sword beam
const int EW_ROCK               = 133;
const int EW_MAGIC              = 134;
const int EW_FIREBALL           = 129;
const int EW_FIREBALL2          = 145; // Arcing boss fireball
const int EW_BOMB               = 137; // Projectile bomb
const int EW_BOMBBLAST          = 135; // Bomb explosion
const int EW_SBOMB              = 138; // Projectile super bomb
const int EW_SBOMBBLAST         = 136; // Super bomb explosion
const int EW_FIRETRAIL          = 139;
const int EW_FIRE               = 140;
const int EW_WIND               = 141; // Wind wizzrobe magic
const int EW_FIRE2				= 142;
// Dummy weapons, for use with scripts.
const int EW_SCRIPT1            = 31;
const int EW_SCRIPT2            = 32;
const int EW_SCRIPT3            = 33;
const int EW_SCRIPT4            = 34;
const int EW_SCRIPT5            = 35;
const int EW_SCRIPT6            = 36;
const int EW_SCRIPT7            = 37;
const int EW_SCRIPT8            = 38;
const int EW_SCRIPT9            = 39;
const int EW_SCRIPT10           = 40;



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