Jump to content

Photo

Need a script for Ring Item that Uses C sets


  • Please log in to reply
19 replies to this topic

#16 venrob

venrob

    Scripter / Dev

  • ZC Developers
  • Real Name:Rob
  • Gender:Male

Posted 08 November 2019 - 03:53 PM

Yes i see that,  but how do i switch to different color tunics i hand colored using rings, without using the Default tunics?
 
How does it identify them all?

....Set an LTM on the tunic? So it shifts what tiles are being used?
  • SkyLizardGirl likes this

#17 SkyLizardGirl

SkyLizardGirl

    Humans Are Dangerous - SkyLizardGirl

  • Members
  • Real Name:Arianna Crystal Ritter
  • Gender:Female
  • Location:Earth

Posted 08 November 2019 - 03:59 PM

I have Links painted Blue / Links Pained Red / Links painted Yellow also, after the green ones.

Same with every Shield the player has.

 

So they all use the same Normal Overworld Color palette.

 

How do i switch the different colors of the sprites or TILE ID so i can change Link's apperreance based on the combo or Tile ID?

 

The LTM  Only seems to work for 1 Spite color set itself which is green.


Edited by SkyLizardGirl, 08 November 2019 - 04:01 PM.


#18 ZoriaRPG

ZoriaRPG

    The Timelord

  • ZC Developers
  • Gender:Unspecified
  • Location:Prydon Academy

Posted 08 November 2019 - 04:50 PM

You could set the current indices of CSet 6 all to some single, easily visible colour in your main palette, to see what tiles or combos use that single colour, then edit every spot where you find it to use a colour from a different, static CSet.


  • Avaro and SkyLizardGirl like this

#19 SkyLizardGirl

SkyLizardGirl

    Humans Are Dangerous - SkyLizardGirl

  • Members
  • Real Name:Arianna Crystal Ritter
  • Gender:Female
  • Location:Earth

Posted 08 November 2019 - 07:36 PM

You could set the current indices of CSet 6 all to some single, easily visible colour in your main palette, to see what tiles or combos use that single colour, then edit every spot where you find it to use a colour from a different, static CSet.

 

 

There is No way i have enough room to do all the Tunic Rings, So i am going to use the very back end of where all my Tiles end for this.
I have decided to have 7 different Tunics for Link & Mermaid Both.
The Link Character is Set on the Shield-less Mermaid by default in the Link Sprites,
.
So it will be like,
7 or 5 different Tunics
Of Colors for both Mermaid and Link 
-Depending how far back the Negative number can go for the Mermaid.
----
 

White/Pink/Purple/Yellow/Red/Blue <Mermaid --- Link> Blue/Red/Yellow/Purple/Pink/White

 
----.
And there will be No Spaces in between 3 sets of 3 color Tunics.
So.
I Need a New Set of Numbers for 7 different Tunics going forwards and backwards.
If Not, then just 5 Different Sets < > Backwards or forwards.
.
I don't know what Numbers Rob used to do the Dividing thing.
So i need help knowing them.
 
 
I need Help with a New Coordinates of Tunic Numbers.

 

I decided to make a change for the Tunic locations
in my Tiles,
I need the right Numbers in order to access them on rings.

for LTM

 

 

& What Tunics starting from Green can be included.   This time NO Pages will be skipped.


Edited by SkyLizardGirl, 08 November 2019 - 07:51 PM.


#20 NoeL

NoeL

    Legend

  • Members
  • Real Name:Jerram
  • Gender:Male

Posted 08 November 2019 - 10:58 PM

All the LTM value does is count forwards from the default Link tiles (i.e. the ones you specify in the Link editor) one at a time. For example, a LTM value of 1 will draw the tile that's directly to the right of the default tile.

To simplify the problem, lets say that Link has no animation at all and only a single tile to show each of his directions. They're set up in the tile page, from left to right, as: up, down, left, right.

Link's initial LTM value is zero, so when ZC is determining which tile to draw for "up" it takes the id of "up" and adds 0 (so it's still the same tile: "up").

If Link has an item with a LTM value of 1, ZC will draw "up" plus 1 - which, if we refer back to how our tiles are set up, is the tile for "down". So with LTM = 1, Link will look down when facing up, left when facing down, right when facing left, and whatever is to the right of "right" in the tile page when facing right.

This doesn't seem very useful at first glance - you obviously don't want to have Link looking down when he's moving up. Now, open up the tile editor. Notice that each row is 20 tiles wide? This means that an LTM of 20 will count 20 tiles ahead and end up at the tile directly beneath the default tiles. So if we took our four Link tiles, copied them directly below our default tiles, edited him to have a red hat then made a red hat item with a LTM value of 20, picking up the hat would tell ZC to reference the line of tiles below the default and the result would be Link running around with a red hat.

If you look at the classic set we see that the small shield has a LTM value of 260. Divide by 20 (the length of the tile row) and we get 13. If you now take a look at the tile page you'll see that the tiles for shielded Link are exactly 13 rows below shieldless Link.

You also need to understand that LTM values are cumulative. So if Link has an item with a LTM value of 20 and another with an LTM value of 40, ZC will draw the tiles at 60+ the defaults.

In your case, since I imagine you also have several shields, set the Link tiles up like so:

First, gather all of Link's default tiles together. Arrange them orderly on a tile page. We'll call this a "block" of tiles.

Take that block, copy and paste it into free space directly below it. Edit these tiles so Link looks like he has a small shield. Count the rows between the first tile in the default block and the first tile in the copied block (call this n). Your base LTM value is 20 * n. Assign this to the LTM value in the small shield item.

Next, paste the same block the same spacing below the shielded Link. Edit Link to have a magical shield. Assign the LTM value in the magic shield to 20 * n * 2 (because it's the level 2 shield).

Repeat for each level of shield in your game.

Now we're going to make the different tunics. Copy ALL those blocks (let's call it a megablock) and paste it below. Count the number of rows from the first tile in the first block to the first tile in the second megablock. Your base tunic LTM value will be this * 20. Colour all the Link blocks in this second megablock so Link has the level 1 tunic colour (blue by default - green tunic is level 0). Give the blue ring a LTM value of your base value * 1.

Keep copy/pasting megablocks of Link tiles for each tunic colour, and calculate their LTM accordingly (i.e. 20 * rows between megablocks * tunic level).
  • Anthus, SkyLizardGirl and Dark Ice Dragon like this


1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users