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Two requests


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#1 Plissken

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Posted 14 February 2008 - 05:26 PM

1. A script that would make secret combos activate after a set amount of time.

2. I have a screen that changes after 20 seconds and for every 5 seconds (so four times) you must hit a combo with the boomerang and if you hit it the timed warp continues on as normal. But if you don't hit that combo by 5 seconds then the second warp information kicks in instantly. So heres some examples: First 5 seconds you've hit the combo, second 5 seconds you've hit the combo, third 5 seconds you've hit the combo, and last 5 seconds you've hit the combo, so now the timed warp kicks in. Another example: F First 5 seconds you've hit the combo, second 5 seconds you've hit the combo, third 5 seconds you haven't hit the combo, so the 2nd page of tile warp information kicks in warping elsewhere.

#2 Joe123

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Posted 15 February 2008 - 06:40 AM

Well, for the first one you can try this:
CODE

ffc script timedsecret{
    void run(int sec, int frm){
    int dly = sec*60 + frm;
    int x; int y; int cmb;
        Waitframes(dly);
        x = Link->X; y = Link->Y;
        cmb = Screen->ComboT[ComboAt(x,y)];
        Screen->ComboT[ComboAt(x,y)] = CT_STRIGFLAG;
        Waitframes(5);
        Screen->ComboT[ComboAt(x,y)] = cmb;
    }
}


What it does is:
Wait for D0 seconds and D1 frames
Change the combotype at Link's feet to 'Trigger (Sens. Perm)' for 5 frames
Change it back to what it was before

I've never really had much luck with tripping the screen's secrets though.


#3 Plissken

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Posted 15 February 2008 - 08:33 PM

Thank you so much Joe! Works like a charm, now if you could possibly make the second one I could finish this Despair boss very quickly, but I would certainly understand if you couldn't.

Wait, now the script isn't working. It makes the warp combo type instantly an disregards the timer all of the sudden.

Edited by Plissken, 15 February 2008 - 09:20 PM.


#4 Zephlon

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Posted 15 February 2008 - 11:26 PM

CODE
        Waitframes(dly);

I thought you aren't supposed to use large Waitframes.

#5 Gleeok

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Posted 17 February 2008 - 04:22 AM

QUOTE(Mega Link @ Feb 15 2008, 10:26 PM) View Post

CODE
        Waitframes(dly);

I thought you aren't supposed to use large Waitframes.



Well why not. Waitframes(35); sure beats: Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe(); Watframe();

Edited by Gleeok, 17 February 2008 - 04:23 AM.


#6 Joe123

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Posted 17 February 2008 - 04:00 PM

QUOTE(Mega Link @ Feb 16 2008, 04:26 AM) View Post

CODE
        Waitframes(dly);

I thought you aren't supposed to use large Waitframes.


No no, that's not what I said/meant.
What you can't do is use large waitframes if you want the script to do other things while it's waiting for those frames.
This script doesn't function during the Waitframes(dly);, so it's fine.

QUOTE
Wait, now the script isn't working. It makes the warp combo type instantly an disregards the timer all of the sudden

It's meant to make a permanent trigger, not a warp icon_confused2.gif

#7 Plissken

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Posted 17 February 2008 - 04:20 PM

It just seems like the trigger doesn't disappear once the timer goes down I warp to the next screen but then it keeps the combo type underneath Link at a trigger. Maybe this could be a problem because I have the script activated on the screen I'm going to also...

#8 Joe123

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Posted 17 February 2008 - 04:32 PM

It just seems like the trigger doesn't disappear once the timer goes down I warp to the next screen but then it keeps the combo type underneath Link at a trigger. Maybe this could be a problem because I have the script activated on the screen I'm going to also...

Interesting, it should change back after 5 frames.
Change the '5' in the Waitframes(5);' to a '2' and see how that works.
And try having it go to a screen without the script on too, that could be a root to the issue.
I've had strange consequences of carrying scripts over screens before.

#9 Plissken

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Posted 17 February 2008 - 04:54 PM

Nope, just keeps that trigger underneath Link the entire time, doesn't wanna go away.

#10 Joe123

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Posted 17 February 2008 - 05:04 PM

Can you try using it with a secret that doesn't warp Link please?
I'd like to see if that makes a difference.

CODE
ffc script plissken{
    void run(int dmap, int scr){
    int tmr; int ktm;
    int orig = this->data;
        while(true){
            this->data = orig;
            for(tmr = 0; tmr < 300; tmr++){
                if(this->WasTriggered()){
                    ktm = tmr;
                    tmr = 300;
                }
            Waitframe();
            }
            if(ktm >= 299) Link->PitWarp(dmap, scr);
            for(tmr = 0; tmr < ktm; tmr++){
                Waitframe();
            }
        }
    }
}


CODE
ffc script subrosian{
    void run(int dragon, int fcmb, int spd){
    int scr;
    bool 1st; bool 2nd;
    if(spd == 0) spd = 10;
        while(1st){
            if(scr != Game->GetCurScreen()) 1st = false;
            scr = Game->GetCurScreen();
        Waitframe();
        }
        this->Vy = 0;
        this->Flags[3] = false;
        ffc fball = Screen->LoadFFC(32);
        ffc drg = Screen->LoadFFC(dragon);
        fball->X = drg->X; fball->Y = drg->Y;
        fball->Data = fcmb;
        fball->Vx = (Abs(this->X-fball->X)/spd);
        fball->Vy = (Abs(this->Y-fball->Y)/spd);

        while(2nd){
            if(Abs(this->X-fball->X) < 4 && Abs(this->Y-fball->Y) < 4) 2nd = false;
        Waitframe();
        }
        fball->Vy = 0; fball->Vx = 0;
    }
}


CODE
ffc script subrosian{
    void run(int dmap, int scr){
    int orig = this->data;
        while(this->Data == orig){Waitframe();}
        Link->PitWarp(dmap, scr);
    }
}

Edited by Joe123, 23 February 2008 - 02:53 PM.



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