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Question concerning tall grass...


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#16 Joe123

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Posted 05 January 2008 - 08:04 PM

Firstly, make all combos that you want to be 'Tall Grass that doesn't cut' into 'Centre Statue' combos.
Not Left Statue, sorry, this is what you get for me not checking things.

Then, check the 'Run Script On Screen Init.' flag in the ffc that you've applied the script to's data.


Open the ffc.

Give it a transparent combo, that is not combo 0.

Make a combo of the tile that you want to appear over Link.
Note down the 'Combo ID' number of that combo.

Go back to the ffc.

Go to the 'Arguments' tab, and for 'D0', write in that number.

Make sure that you do what the noted line says within the script.


Also, use this version of the script:
CODE
ffc script tallgrasscombo{
    void run(int grasstile, int cmb){
    if(cmb == 0){cmb = 35;}
        while(true){
            if(Screen->ComboT[ComboAt(Link->X+8,Link->Y+8)] == cmb){
            this->Data = grasstile;
            this->X = Link->X;
            this->Y = Link->Y;
            }else{this->Data = ??;}// replace the '??' here with a transparent combo that is NOT COMBO 0
        Waitframe();
        }
    }
}

I missed a right brace at the end.
Apologies.

#17 Xiion

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Posted 05 January 2008 - 09:10 PM

Huzzah! It works now!

Yea after tinkering with it for a bit I came to the realization that you had given the wrong combo. Speaking of which, is there any list of combo types and their numbers, in case I want to do this again, or change the current one. I havent gotten a chance to look yet really...

Anyways.... Thanks for all the help, I really appreciate it.
Learning something new everyday ^^

#18 Joe123

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Posted 06 January 2008 - 08:34 AM

Glad it works for you icon_smile.gif

In ZQuest, place the combo down on the screen. Press 'Q' twice.
When you press it the first time, the CSet of each combo will be displayed.
When you press it again, the combo attribute reference number will be icon_smile.gif

Press again to clear the numbers.

You can also check the ZScript variables document, std.zh, which will tell you all of the information, but the shorthand isn't always so easy to read.

#19 Xiion

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Posted 06 January 2008 - 02:15 PM

So thats what those numbers are.... gotcha.
Well that makes a lot more sense now. Thanks again!

#20 Twilight Knight

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Posted 06 January 2008 - 03:59 PM

Thanks for your attention Joe, this enables lots of new stuffs for my quest, thanks. ^^

#21 Joe123

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Posted 06 January 2008 - 04:06 PM

That's alright, I don't appear to be able to fill my time in any better way icon_wink.gif

Glad to be able to help icon_smile.gif
(Also that it worked flawlessly, often it doesn't and then people get scared of ZScript =P)

#22 LostInHyru1e

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Posted 06 January 2008 - 05:16 PM

Hmm... I'm going to save this script for when I upgrade to 2.5. I like having tall grass, it makes the screen look good, but I don't like the multiple under-combos and the player getting infinite hearts.

Thanks!

Edited by LostInHyru1e, 06 January 2008 - 05:17 PM.


#23 Joe123

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Posted 06 January 2008 - 05:35 PM

Hrm.
Sometimes the simple ones are the best.

I might add a check to see if Link is walking, so that it plays an animated tile if he is and a non-animated one if he doesn't, and then submit it to AGN.


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