Custom Level 9 Entrance
#1
Posted 15 November 2007 - 05:48 PM
For the first room (level 17), Link can't enter without the Triforce pieces from levels 1 through 16.
For the second (level 25), he can't enter without 24 Triforce pieces.
Can anybody make a good script for this?
#2
Posted 15 November 2007 - 05:52 PM
I can't remember how the one from Z1 runs completely.
And also, do you have 'messages dissapear' checked, and 'messages freeze all action' checked?
#3
Posted 15 November 2007 - 06:03 PM
Here's how I want it to work. Link collects the first 8 Triforce pieces (the Triforce of Wisdom) as normal. and Level 9 is blocked like in Zelda 1. In levels 9 through 16, there's a second set of Triforce pieces (the Triforce of Courage). In the first room of Level 17, I want the guy to block the door until Link completes the Triforces of Wisdom and Courage (i.e., gets all 16 pieces). Then there's more Triforce pieces (the Triforce of Power) in levels 17 through 24. The guy in the first room of Level 25 blocks your way until link has all 24 Triforce pieces.
Understand what I'm asking now?
And why do I need "Messages disappear" and "Messages freeze all action" checked?
#4
Posted 15 November 2007 - 06:19 PM
And I got the multiple triforces bit. Do you have room in your subscreen for that many?
You don't need those rules checked, but I'd need to know if you do.
#5
Posted 15 November 2007 - 06:22 PM
b) I have plenty of room for 24 Triforce pieces.
c) I don't have either rule checked.
OK?
#6
Posted 15 November 2007 - 06:55 PM
#8
Posted 15 November 2007 - 09:23 PM
#9
Posted 15 November 2007 - 10:33 PM
1-8 were all that showed up
#10
Posted 16 November 2007 - 12:44 AM
#11
Posted 20 November 2007 - 06:46 PM
Hopefully it'll work the way I planned, and it'll be very easy to use. However this may not be the case, and you may have to use duplicate screens. That's ok, yes?
EDIT: Ah, I think you will need to use duplicate screens for this.
I was under the impression that you could kill the room's guy with 'Screen->ClearSprites();', and that it would then remove the string from the screen because you'd killed the guy, but apparently I was mistaken in thinking that.
Edited by Joe123, 20 November 2007 - 07:01 PM.
#12
Posted 21 November 2007 - 12:13 AM
#13
Posted 21 November 2007 - 03:02 AM
#14
Posted 21 November 2007 - 01:21 PM
Same things as before, no "Messages Disappear" and no "Messages freeze all action".
#15
Posted 21 November 2007 - 02:19 PM
Do you mean Item ID numbers?
It has nothing to do with the itemclasses, just the ID numbers. You could make them all into boomerangs and it'd make no difference to the script.
This is still very much possible, but what'll have to happen is:
When you enter without the triforce, the message is played.
When you enter with the triforce, the script sees that you have it, then warps you instantly to a duplicate screen with no string. If thats ok?
I could change it around a little if you want it to happen when Link walks to the middle of the screen or so that it plays extra strings or whatever.
EDIT: Anyway, this should do what I said:
void run(int map, int scr){
Waitframes(2);
if(
Link->Item[??] && // fill in the '??'s with the item ID of each triforce piece.
Link->Item[??] &&
Link->Item[??] &&
Link->Item[??] &&
Link->Item[??] &&
Link->Item[??] &&
Link->Item[??] &&
Link->Item[??] &&
){Link->PitWarp(map,scr);}
}
}
If you want anything else added to it, just ask.
Should work fine as is I think.
D0: The Dmap you're warping to
D1: The screen you're warping to. Screens are counted from 0-15 across the top row, 16-31 across the second row etc.
EDIT: I've just checked the item editor, I thought you might've been getting confused between itemclasses and item IDs, but apparently you weren't
Howcomes you gave them all itemclasses?
What is necessary of the items is:
They appear on the subscreen (so leaving them as 'Non-Gameplay Items' might not work, but it should do if you check 'equipment item')
They all have different item ID numbers (so you make them all into different items)
There's absolutely no need to give them different itemclasses.
The items themselves don't need to have any properties at all for the script to work. Although I assume you'd want them to warp Link and play the little tune like the real pieces do?
Looks like I might be scripting that too
Edited by Joe123, 21 November 2007 - 02:32 PM.
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