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Whimsical Duration

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#1 Bagu

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Posted 10 February 2020 - 07:31 PM

I'm using 2.55 48
....seen Whimsical Ring has Timer, Cost and Whimsy Sound attributes.
So thought this means that the whimsy effect, would be an active item abillity (selcet, press "B", whimsy sound surrounds, magic . or other costs - would be detuct,  timer duration starts, chance to select another item during the timer countdown)
Nothing like this happens when I select and try to use the item...
So, is there something I completly misunderstood?
...or does this function require a script?


Edited by Bagu, 10 February 2020 - 07:45 PM.


#2 Jamian

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Posted 11 February 2020 - 02:58 AM

What are you expecting the ring to do? What it does is that you get a 1 out of X chance that your sword's damage will be increased every time you attack.


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#3 Bagu

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Posted 11 February 2020 - 06:26 AM

Yes, I know.
But I thought this effect could be timed (when I saw the timer) and I just was confused about the meaning of this Timer, so I tried around and finally decided to ask the community here.

Btw I would love this ring class, as active equip Item. Just like I wrote, activate the a temporary bonus chance by pressing "B" (then Item plays SFX Signal, so the player knows the effect started) that ends when the timer is 0 (while player has the Chance to select a new "B" Item, without stopping effect/timer).

Would that be possible by an Item script?

#4 venrob

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Posted 13 February 2020 - 09:50 PM

Timer/cost/etc are for items that consume ammo. So, `Cost: 5 Magic, Timer: 5` would mean `cost 5 magic every 5 frames`. Every item has these, even if it doesn't use them.

Active equip for a whimsical ring.... I mean yes, but the simple answer is good luck scripting that.


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#5 Bagu

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Posted 14 February 2020 - 08:14 AM

Alright, I guess this means "give it up"...😢
I'm still a nonscripter, who successfully made 2 short "patchwork" scripts (combining lines of other scripts I use).
It will take much more time, till I can write my first own scripts.
And I guess a script like this would be difficult, even for expired scripters too.
So, no chance that I could write it
(maybe never)

But it's not a nessessary thing for my demo quest, just thought it would be a nice feature.
But there are sooo many other things, I have to do (and LEARN) before.

Edited by Bagu, 14 February 2020 - 08:26 AM.


#6 Bagu

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Posted 14 February 2020 - 09:53 AM

I thought of a custom item
(dummy ring), which is using the whimsical (or other ring's) properties by an action script
(modified in D0-7).
So it won't have to modify the effects of the true ring classes.

I already postet a script request.
Maybe someone will find a solution.
Meanwhile I finish my (3level) demo without it, for first.

But if there's a chance to load such script for the complete 9level version, I'd be a happy little noob

Btw, sorry once more, for the trouble you often had, when teaching me how to use scripts right way.

I began to learn from tutorials, but it's still difficult for me, cause most material is in english.
...but yes, I try to learn some basics

Edited by Bagu, 14 February 2020 - 10:01 AM.


#7 Bagu

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Posted 14 February 2020 - 10:18 AM

My personal idea is a modified version of the ItemBundle Script, as an action script (with a kind of automatic remove timer).

D0 could be the ItemID, which will be gained to equipment when player presses "B" (after selecting the dummy ring) and D1 the time (duration in frames) till it's removed again.
It would be fantastic if the script also initiates 2 different, variable SFXs.
1st when the item is gained, 2nd when it's removed again.

#8 Bagu

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Posted 16 February 2020 - 05:00 PM

I actually found a way, with a little help.
I only had to enable the "Item Scripts Continue To Run" function.

I made a dummy ring, which is using this active script
 

item script ActiveRings
{
	void run(int item1, int sfx1, int wait, int sfx2)
	{
		if(item1 > 0)
		Link->Item[item1] = true;
		Game->PlaySound(sfx1);
		Waitframes(wait);
		Link->Item[item1] = false;
		Game->PlaySound(sfx2);
	}
}

It gains the real rings to inventory (invisible), plays sfx, removes the ring after waitframes and plays a second sfx.

So I can simulate time limited ring effects.
It's also possible to change the B-weapon, meanwhile.

Set costs by dummy ring properties

Updated version, with regeneration delay
https://www.purezc.n...=scripts&id=371


Edited by Bagu, 18 February 2020 - 02:34 AM.




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