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Trigger Messages by Combo Typ String Trigger Types

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#1 Bagu

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Posted 25 August 2019 - 06:04 PM

First thing, I've to say...
EXCUSE ME, if my english is worse somtimes. I'm from germany, so it's not my first language. Hope I can figure out, what I mean.
Is there any way (no matter if npc or global script - or maybe freeform combo arguments) to trigger messages, by combos (like armos/chest -> Item - something like a "step -> Message".
...so a message won't be build by screen init.. It will only appear if you touch one of the message triggers (a-d) in that screen...

Is it possible? Hope you can help

#2 Shoshon the Elegant

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Posted 25 August 2019 - 06:30 PM

Absolutely possible. I imagine this is a script that would be simple enough that even I could write it.

I would personally do it as an FFC script. So that you can just put an FFC wherever you want it to be.

Now, my question.

Do you want the message to display only the first time?

Also, would you prefer it to be triggered by the player pressing a button? If so, there's already a script for that.


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#3 Bagu

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Posted 25 August 2019 - 08:22 PM

Thanks for quick reply.
...I want the string to appaer, each time Link touches the combo (pushing a button to trigger would be perfect, but a "step to" effect would also work.

One more important thing, is that i
I want variable strings for some screens (village maps, I made).
The string should depend on trigger you hit.
Like it's used for warps "a-d"
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#4 Bagu

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Posted 25 August 2019 - 08:46 PM

There are many more questions I have.
For example, I use just 3 Triforce pieces in my custom quest. I doubled the placement of the first three fragments, in the subscreen. So you got the whole trinity at the final.

Now my question. I built many dungeons WITHOUT Triforce pieces, but other items, behind the boss chamber.
I want change their mechanic, to play the triforce fanfare while holding up, deactivate the compass marker and auto warping out the level entrance/exit
...but they should NOT count as Triforce fragments.
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#5 klop422

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Posted 27 August 2019 - 04:52 PM

There are many more questions I have.
For example, I use just 3 Triforce pieces in my custom quest. I doubled the placement of the first three fragments, in the subscreen. So you got the whole trinity at the final.

Now my question. I built many dungeons WITHOUT Triforce pieces, but other items, behind the boss chamber.
I want change their mechanic, to play the triforce fanfare while holding up, deactivate the compass marker and auto warping out the level entrance/exit
...but they should NOT count as Triforce fragments.

I'm unsure exactly how it works, but I believe picking up a Triforce fragment in a level whose number is not between 1 and 8 (inclusive, of course) shouldn't actually give you a triforce piece.

 

I'm basing my method here based on that and other knowledge I have of how the program works - this is untested and thus purely theoretical (and I don't really have time to test it now):

So, what you'd do is make dummy Triforce Piece items, which look exactly like each other item you want. Then you use the Item Bundle script to give Link the real version of the item.

Unless I missed something, that should be it. Just make sure the level number for your dungeon is not between 1 and 8 (probably not 9 either) and that it's not shared with any other dungeon. Unsure how the 3 Triforce Pieces changes the level numbers - you might be able to use 4-8 or something.




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