I'm looking for a special alteration of the stomp boots that harms enemies when you are travelling upwards instead of down. Seems simple enough, but I can't script to save my life
Edited by King Aquamentus, 02 October 2014 - 06:59 PM.
Posted 02 October 2014 - 05:58 PM
I'm looking for a special alteration of the stomp boots that harms enemies when you are travelling upwards instead of down. Seems simple enough, but I can't script to save my life
Edited by King Aquamentus, 02 October 2014 - 06:59 PM.
Posted 02 October 2014 - 06:07 PM
I'm assuming this is for use in sideview?
Posted 02 October 2014 - 06:54 PM
This is, yes.
Posted 02 October 2014 - 07:24 PM
So essentially a shoryuken? This sounds neat. Also kinda like a screw attack.
Posted 02 October 2014 - 10:51 PM
This ought to work. It creates an invisible fire sparkle if a) you have the item, b) you're in sideview, c) your current Y is less than your last Y, and d) you're touching an enemy.
import "std.zh" const int I_SHORYUKEN = 0; const int SHORYUKEN_DAMAGE = 2; global script shoryuken { void run() { int lastY = Link->Y; while(true) { if(Link->Item[I_SHORYUKEN] && IsSideview()) { if(Link->Y < lastY) { for(int i = 1; i < Screen->NumNPCs(); i++) { npc enem = Screen->LoadNPC(i); if(LinkCollision(enem)) { lweapon weap = CreateLWeaponAt(LW_FIRESPARKLE, enem->X, enem->Y); weap->DrawXOffset = -999; break; } } } lastY = Link->Y; } Waitframe(); } } }
Posted 03 October 2014 - 04:24 AM
What if you're using a ladder, won't checking for Link->Y make the game think you're jumping even if you aren't? Maybe checking for Link->Jump would be better?
Posted 03 October 2014 - 08:54 AM
Ladders aren't built-in to ZC, so this script assumes you don't have them.
I guess I'm not sure what values Link->Jump has as you jump. I'll have to output it to the screen and see what it does.
Posted 03 October 2014 - 08:57 AM
Ladders aren't built-in to ZC, so this script assumes you don't have them.
I guess I'm not sure what values Link->Jump has as you jump. I'll have to output it to the screen and see what it does.
I'm sure that Link->Jump is above 0 when you are jumping. It goes below 0 when you are falling.
I may be wrong. (hopefully not )
Posted 04 October 2014 - 11:32 AM
So essentially a shoryuken? This sounds neat. Also kinda like a screw attack.
not *exactly* like a screw attack, but that's the idea.
I'm not sure about a "fire sparkle", I'm just looking to damage enemies when going up instead of down.
I do have sideview ladders, but I really don't think this will be a big issue, they're only used for elevators.
the file won't parse when imported as an item script. Invalid Instruction! the command was "std.zh"
Edited by King Aquamentus, 04 October 2014 - 12:01 PM.
Posted 04 October 2014 - 01:39 PM
Error on import "std.zh"? That's a new one.
The fire sparkle is just the easiest self-disposing weapon to use to damage the enemy.
Can you make sure you have std.zh in the same folder as ZQ?
Posted 07 October 2014 - 08:02 PM
I will try. Can't do much right now with zquest at all.
Posted 11 October 2014 - 02:20 PM
I wonder if inverting the ZHitHeight of enemies "setting it to negative" actually works.
Posted 13 October 2014 - 10:37 AM
std.zh is in place, yes. This is meant to be an item script correct?
(is back btw)
Edited by King Aquamentus, 13 October 2014 - 10:40 AM.
Posted 13 October 2014 - 10:48 AM
Nope, it's a global script. You just need to tell it the ID of your special item by setting const int I_SHORYUKEN.
Posted 13 October 2014 - 01:34 PM
Ah, so that value represents the item ID. very well.
Still receiving the error regarding std.zh though.
Unable to parse instruction 1 from script screwattack
The error was: invalid instruction!
The command was ("std.zh") (,)
Edited by King Aquamentus, 13 October 2014 - 01:45 PM.
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