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Level Key Counter Number - set value be string functions

2.55 Alpha 48

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#1 Bagu

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Posted 21 February 2020 - 11:16 AM

I just tried around and I'm a bit corious about the counter numbers.
I wanted to set the level key counter to a specific value, by string functions.

But I found out, that the level keys Counter doesn't have an available number.

 

   - 0: Life. 
   - 1: Rupees. Uses DCounter. 
   - 2: Bombs. 
   - 3: Arrows. 
   - 4: Magic. Uses DCounter. 
   - 5: Keys. This is different to Level-Specific Keys.
   - 6: Super Bombs.
 
The screen, where the relevant string is played, is inside the level (12),
so it would not corrupt game mechanics.
Is there any solution? Or is there an option, to drop an Item, only after the screen message string has been played?

Edited by Bagu, 21 February 2020 - 12:05 PM.


#2 Emily

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Posted 21 February 2020 - 12:55 PM

 

I just tried around and I'm a bit corious about the counter numbers.
I wanted to set the level key counter to a specific value, by string functions.

But I found out, that the level keys Counter doesn't have an available number.

 

   - 0: Life. 
   - 1: Rupees. Uses DCounter. 
   - 2: Bombs. 
   - 3: Arrows. 
   - 4: Magic. Uses DCounter. 
   - 5: Keys. This is different to Level-Specific Keys.
   - 6: Super Bombs.
 
The screen, where the relevant string is played, is inside the level (12),
so it would not corrupt game mechanics.
Is there any solution? Or is there an option, to drop an Item, only after the screen message string has been played?

 

LKeys are not a "Counter" at all; they are a separate array. As for SCC access, I have no clue.


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#3 Bagu

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Posted 21 February 2020 - 02:20 PM

Okay, thanks. Now I can stop trying around and find another way instead



#4 Jamian

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Posted 21 February 2020 - 03:10 PM

What are you trying to do exactly?



#5 Timelord

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Posted 21 February 2020 - 05:14 PM

If the screen is in a room with the Level ID matching the LKeys level that you want to increase, I believe that you can get away with this:

 

\16\84

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#6 Bagu

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Posted 22 February 2020 - 08:17 AM

Thanks Zoria
Gonna try as soon as possible.
At the moment I'm struggling with another fatal problem (nothing to do with zc/zq)
Last week the whole building (all appartments) had a blackout (while windows tried to install an automatic update)
From this moment I had problems with the start up.

Yesterday, my Laptop crashed.
(so happy, that I saved my current qst file on USB memory stick)

I had to format the harddisc and to Start a complete new setup.
But still it crashes a few seconds after opening Windows.

So, yeah
The release of my Alpha Test Demo has to wait a little longer and I have to wait, before I can try this tipp
(16\84)

I hate fate!

But no matter...
So lucky that I saved my current qst file

#7 Bagu

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Posted 23 February 2020 - 10:29 AM

Hey, I got my laptop working again
(computer store assistents are idiots, just btw)

I checked it out
Works fine (and I'm so stupid that I didn't had this idea. It's absolutly logical)

Thank you, one more time.

(and wow, I'm so happy that I had a USB back up. Otherwise I would have lost two weeks of working.)

Edited by Bagu, 23 February 2020 - 10:30 AM.


#8 Timelord

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Posted 24 February 2020 - 05:37 AM

Hey, I got my laptop working again
(computer store assistents are idiots, just btw)

I checked it out
Works fine (and I'm so stupid that I didn't had this idea. It's absolutly logical)

Thank you, one more time.

(and wow, I'm so happy that I had a USB back up. Otherwise I would have lost two weeks of working.)

 

Regular backups are critical. You may want to use git/github for that.

 

Excellent that you had a copy, and that this worked for you. The only time this would fail is if you warp to a DMap with a different level number, which I distinctly recall doing to give keys to specific levels inside houses.


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#9 Bagu

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Posted 25 February 2020 - 06:00 AM

This is also very useful to separate my hostels (by using same map, but different dmap numbers)

Last thing still really need, is an npc script for a zora, to enable contious HP/Damage.
(so it won't reset with every surface)

And a OnWin Script, the skips the "Link and Zelda holding Trifore" Cutscene (but still plays the finals string)
and than scrolls down the original credits.
I tried to make an own final, this way....

 

When the player finished the last level (of the testversion), he'll step on a cutscene trigger ffc.
A few "Video" screens (each timewarping to the next) will follow.
It will end in a black screen, with Links warp return on a "Zelda - Win Game" flag.

(didn't try if it would work, yet)
The final string says:

"Thanks for plying the demo test.

The complete 9 level version will follow soon."

...then the regulare, classicle credits should start


Edited by Bagu, 25 February 2020 - 06:05 AM.


#10 Timelord

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Posted 25 February 2020 - 06:45 AM

This is also very useful to separate my hostels (by using same map, but different dmap numbers)

Last thing still really need, is an npc script for a zora, to enable contious HP/Damage.
(so it won't reset with every surface)

And a OnWin Script, the skips the "Link and Zelda holding Trifore" Cutscene (but still plays the finals string)
and than scrolls down the original credits.
I tried to make an own final, this way....
 
When the player finished the last level (of the testversion), he'll step on a cutscene trigger ffc.
A few "Video" screens (each timewarping to the next) will follow.
It will end in a black screen, with Links warp return on a "Zelda - Win Game" flag.
(didn't try if it would work, yet)
The final string says:
"Thanks for plying the demo test.
The complete 9 level version will follow soon."
...then the regulare, classicle credits should start

 
 
Try this...it may suffice, unless you have a Heal defence setting for a weapon type on the enemy.
 
 

npc script zorahp
{
    void run()
    {
        int lasthp = this->HP;
        while(1)
        {
            if ( !this->Submerged() && (this->HP != lasthp ))
            {
                if ( this->HP < lasthp )
                {
                    lasthp = this->HP;
                }
                else //re-emerging from water
                {
                    this->HP = lasthp;
                }
            }
            Waitframe();
        }
    }
}

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#11 Jamian

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Posted 25 February 2020 - 06:59 AM

And a OnWin Script, the skips the "Link and Zelda holding Trifore" Cutscene (but still plays the finals string)
and than scrolls down the original credits.
I tried to make an own final, this way....

 

When the player finished the last level (of the testversion), he'll step on a cutscene trigger ffc.
A few "Video" screens (each timewarping to the next) will follow.
It will end in a black screen, with Links warp return on a "Zelda - Win Game" flag.

(didn't try if it would work, yet)
The final string says:

"Thanks for plying the demo test.

The complete 9 level version will follow soon."

...then the regulare, classicle credits should start

IMO, unless you really want to have the classic credits, you should just skip them. We've all seen them hundreds of times and all the classic credits do at this point is give an old-school NES vibe, which doesn't seem like what you're going for. It doesn't matter if ZC thinks you've won or not, you can just have a final script that saves your game and quits after the ending cutscene.


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#12 Bagu

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Posted 25 February 2020 - 07:12 AM

I just thought it could be complicate to skip these too.
But yes, at least for the full version I would like to skip em-

I just wanted to keep it simple fo first


 
 
Try this...it may suffice, unless you have a Heal defence setting for a weapon type on the enemy.
 
 

npc script zorahp
{
    void run()
    {
        int lasthp = this->HP;
        while(1)
        {
            if ( !this->isSubmerged() && (this->HP != lasthp ))
            {
                if ( this->HP < lasthp )
                {
                    lasthp = this->HP;
                }
                else //re-emerging from water
                {
                    this->HP = lasthp;
                }
            }
            Waitframe();
        }
    }
}

Thank you so much, Zoria!!!

I try it right now


I'll post a youtube video of my Zora Boss, soon

Totally happy now :love:  :love:  :love:


Edited by Bagu, 25 February 2020 - 07:10 AM.


#13 Bagu

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Posted 25 February 2020 - 07:49 AM

Had a problem with compiling the script
Report says:
ERROR T021: FUNCTION THIS->ISSUBMERGED(CONST NPC[CLASS 6]) HAS NOT BEEN DECLARED


Edited by Bagu, 25 February 2020 - 07:52 AM.


#14 Timelord

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Posted 25 February 2020 - 10:55 AM

Had a problem with compiling the script
Report says:
ERROR T021: FUNCTION THIS->ISSUBMERGED(CONST NPC[CLASS 6]) HAS NOT BEEN DECLARED

 

Fixed above. The function name is Submerged, not isSubmerged; I'll need to update the docs.


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#15 Bagu

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Posted 25 February 2020 - 01:34 PM

This is great, works fine
Thank you very much

Now my Zora mutant is perfect


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