Is Link Climbing a feature or a Script?
#1
Posted 14 October 2007 - 06:10 PM
I need to know becasue I could use that feature for my side-scrolling dungeons.
#2
Posted 14 October 2007 - 07:23 PM
#3
Posted 14 October 2007 - 07:28 PM
#4
Posted 14 October 2007 - 07:34 PM
Set the stairs as water.. disable diving either as a quest rule or a screen flag. (I forget which.)
Pretty simple, actually. Ingenious, even.
#5
Posted 14 October 2007 - 07:47 PM
Actually it really isn't. Again, all you need to do is the following:
- Set the quest rule "Diving Disabled" to on so you can't dive.
- Make new combos (Or modify existing ones.) that look like stairs or cliffs with climbing studs on them, and set them to unwalkable water combos.
- Set your actual water SHORE combos to regular unwalkable combos.
- Keep the internal water tiles as water combos. You just can't access them because the combos leading up to them (The shore tiles.) aren't water combos.
- Give Link the invisible flippers from the get-go, usually via the Init Data menu. Don't put 'em in the subscreen. You don't have to.
#6
Posted 14 October 2007 - 08:07 PM
#7
Posted 14 October 2007 - 08:18 PM
#8
Posted 14 October 2007 - 10:11 PM
#9
Posted 14 October 2007 - 10:15 PM
#10
Posted 14 October 2007 - 11:49 PM
I'm pretty sure you can dodge projectiles by pressing A while on the ladder.
#11
Posted 15 October 2007 - 02:07 AM
Yeah, it looks nice in motion. But is there any way possible that someone could script this though. I would love to have a script of Link Climbing. I use the flippers in my game so I can't do that cool trick, however, it would be nice for a script to be made of this. Either way, I was just wondering if it COULD be possible for it to work just like this.
Oh Shoelace, I have a script for you
Well, ok, I didn't write it myself, CDawg wrote it for me, but yeah, climbing script:
void run(int top_left_x, int top_left_y, int bottom_right_x, int bottom_right_y, int max_y, int dummy_item_id){
while(true){
// Is the player within the rectangle specified in the data?
// ----------------------
if( (Link->X >= top_left_x) && (Link->X <= bottom_right_x) &&
(Link->X >= top_left_y) && (Link->Y <= bottom_right_y) && (Link->Y >= max_y)){
if(!Link->Item[dummy_item_id]){ Link->Item[dummy_item_id] = true;}
Link->InputA = false;
Link->InputB = false;
Link->InputL = false;
}else{
if(Link->Item[dummy_item_id]){ Link->Item[dummy_item_id] = false;}
}
Waitframe();
} // end of while loop
} // end of void run
}
What this script does is: Designate an area on the screen. When Link walks within this area, he is given an dummy item with a link tile modifier that will change all of this walking tiles to up-facing. It also disables using the A and B buttons (and L for my purposes, because I have rolling). In the FFC you attach this to, you'd want to put the arguments:
1)the x coordinate of the top left corner of the ladder
2)the y coordinate
3)the x coordinate of the bottom left corner of the ladder
4)the y coordinate
5)the y coordinate of the top left corner + 8
6)the number of a dummy item that you've made that is just a link tile modifier, and nothing else.
I'm going to revise this actually, because it's not working perfectly at the moment, and I'll have the set up a bit more simple but that's basically it. The only problem is if you want more than one ladder on the same screen, you'll have to create another dummy item, but that shouldn't be too much hassle if you've already made one. And you have to set your Link sprites up properly obviously, but when it works it really works well. And you can still have flippers.
EDIT: Here is a less convuleted version of the script:
ffc script climbing{
void run(int btrtx, int btrty, int dummy){
while(true){
if( (Link->X >= this->X) && (Link->Y >= this->Y) && (Link->X < btrtx) && (Link->Y < btrty) ){
if(!Link->Item[dummy]){ Link->Item[dummy] = true;}
Link->InputA = false;
Link->InputB = false;
Link->InputL = false;
}else{
if(Link->Item[dummy]){ Link->Item[dummy] = false;}
}
Waitframe();
}
}
}
You set the coordinates of the FFC to the top left hand corner of the ladder, the first argument is the x coordinate of the bottom right hand corner, the second argument is the y coordinate and the third argument is the number of the custom item that you've made with the Link Tile Modifiers.
Edited by Joe123, 15 October 2007 - 05:56 PM.
#12
Posted 16 October 2007 - 01:28 AM
#13
Posted 16 October 2007 - 01:34 PM
#14
Posted 16 October 2007 - 01:48 PM
Edited by Joe123, 16 October 2007 - 01:48 PM.
#15
Posted 17 October 2007 - 07:35 AM
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