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Scripted Subscreen w/ Equipment Swapping [2.55]


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#1 Blookiwi

Blookiwi

    Newbie

  • Members
  • Location:France

Posted 28 October 2019 - 09:02 AM

Basically, I want an inventory system just like OOT did, which means being able to :

 

- switch weapons (a.k.a swords*)

 

- switch armors (a.k.a rings*)

 

- equip items, as usual

 

I'll do as much research as I can in the meantime, just posting the concept here so that I can gather tips and ideas for this system.

By the way, I'll try to make all of this one screen, to stay simple.

(Also, sorry if this post looks bad, first time doing stuff like this)

 

*if we stick to the Zelda 1 formula

 



#2 Emily

Emily

    Scripter / Dev

  • ZC Developers

Posted 28 October 2019 - 09:39 AM

Just going to note here for everyone, because this is for 2.55, it should be using the 2.55 "Active Subscreen Script" slot, which automatically handles opening the subscreen when you press start, and freezing action, for you. The script type is "dmapdata script", meaning you have access to information about the current DMap via the "this->" pointer.
 
As for drawing things to the passive subscreen, that can be done through the "Passive Subscreen Script" slot, which functions in kind.
While the active subscreen script is running, no other scripts will run at all; though via a QR, you can make the passive subscreen script continue running, incase say you want to show the passive subscreen during the active subscreen.
 
These script slots have only been minimally tested, so any issues found, or things that seem odd about how they work at all, should be reported / suggested to be changed.
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