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Temporary General Purpose Flag Triggered by Damage Taken


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#1 NewJourneysFire

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Posted 17 September 2019 - 05:38 PM

(I'm using Zelda Classic 2.50.02 on Windows 10, for those who are concerned)

 

I want to create a shutter or object that seals, preventing Link from getting to the next room when he takes damage from enemies, forcing Link to leave the room and have to reenter the room to attempt the room's challenge again. The switch or shutter is triggered by general purpose flags 98 - 102 that activate when Link takes damage. 

 

An argument for "how many hits taken" would be nice too for flexibility. It would be nice if this script could play a custom sfx when Link has failed the room by taking too much damage. 

 

If you have any further questions, let me know. 



#2 Moosh

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Posted 17 September 2019 - 05:53 PM

I'll do it. Should be easy enough to just mod into my shutter script.



#3 P-Tux7

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Posted 17 September 2019 - 11:52 PM

Can't this be done by requiring item usage (Roc's feather, hookshot, or using a trigger that opens the door but requires you to use your weapon close by like a candle or sword) and a red bubble. So you have to go back to the previous room with the blue bubble.

Edited by P-Tux7, 17 September 2019 - 11:53 PM.

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#4 NewJourneysFire

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Posted 18 September 2019 - 01:36 PM

Can't this be done by requiring item usage (Roc's feather, hookshot, or using a trigger that opens the door but requires you to use your weapon close by like a candle or sword) and a red bubble. So you have to go back to the previous room with the blue bubble.

This assumes I want the enemy to specifically be a red bubble (or even an enemy at all to be frank). While I didn't elaborate in the request, damage from traps is what I had in mind when I made the request, but damage in general is the idea. 

 



#5 Jamian

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Posted 18 September 2019 - 02:04 PM

I don't know if it's planned or maybe already developed, but it would be neat if you could give any type of enemy the red bubble effect in the new ZC version (instead of just walking enemies). But in any case, for what you have in mind, it would still be less elegant than shutting the door with a script.



#6 P-Tux7

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Posted 19 September 2019 - 05:32 PM

I don't know if it's planned or maybe already developed, but it would be neat if you could give any type of enemy the red bubble effect in the new ZC version (instead of just walking enemies). But in any case, for what you have in mind, it would still be less elegant than shutting the door with a script.


I agree. Adding counter-decreasing and curse/uncurse effects to more enemy classes would be good. It also means that there would be engine-wide support for magic draining, useful for LTTP bubble type enemies.

#7 venrob

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Posted 25 September 2019 - 08:25 AM

(I'm using Zelda Classic 2.50.02 on Windows 10, for those who are concerned)

I will note here that 2.50.2 is OFFICIALLY UNSUPPORTED. You should upgrade to 2.53, and bask in the glory of many many bugfixes.

https://www.zeldacla....com/downloads/ )




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