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Fade in\Fade out warp script


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#1 OmegaX

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Posted 21 November 2017 - 04:56 PM

i don't know if this is possible but i think i will ask. I am request a script that give tile/side warps a fade in\fade out effect.



#2 Timelord

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Posted 21 November 2017 - 10:15 PM

Depending on how you want it to work:

 

ffc script fade
{
    void run(int warptile)
    {
        bool waiting = true;
        while(waiting) { Waitframe(); }
        this->Data = warptile; this->X = Link->X; this->Y = Link->Y;
    }
}

 

You didn't specify what triggers the warp. The script above, is the general format. Assign D0 with a combo, that is a tilewarp type (you choose the A-D type), and has a blank tile (i.e., an invisible warp combo). Set the screen TileWarp data to the effect that you want.

 

When whatever conditions you specify, turn waiting to false, the script changes its combo (usually 1; a blank combo with no properties), to the warp combo, and collides with Link.

 

Just for whatever it is worth, in the not too distant future, you will be able to call Link->Warp(int dmap, int screen, int x, int y, int effect, int sound); , or something of that sort.

 

For the present, you are stuck with this type of format; and you will need to determine what you want to trigger it. If you want a timer:

 

ffc script timedfade
{
    void run(int warptile, int duration)
    {
        while(duration--) { Waitframe(); }
        this->Data = warptile; this->X = Link->X; this->Y = Link->Y;
    }
}

 

In this, D1 is a timer in frames.



#3 OmegaX

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Posted 21 November 2017 - 10:46 PM

 

You didn't specify what triggers the warp

timed warps in screen data



#4 Timelord

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Posted 23 November 2017 - 05:19 AM

timed warps in screen data

 

Use the second script, with a timer, instead of using a timed warp. There are 60 frames in one second, and D1 is set up to expect frames as its time base.


Edited by ZoriaRPG, 23 November 2017 - 05:20 AM.



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