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mermaid suit request


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#1 Taco Chopper

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Posted 30 May 2010 - 12:01 AM

So I'm discussing Zora villages with a fellow ZCer, and we drew to the conclusion that in order to match the style of Oracle of Ages, it'd be appropriate if Link had a mermaid suit instead of walking around underwater. Is it possible for a script that allows Link's sprites to change into the ones where he has the suit equipped for that dmap area, and only if Link has the item in his inventory?

And if that makes sense, please let me know. icon_biggrin.gif

#2 Sephiroth

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Posted 30 May 2010 - 12:24 AM

PLEASE do not bring back that annoying you-gotta-tap-the-directional-key-to-move functionality with it. D:

But this would be rather neat to have.

#3 Taco Chopper

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Posted 31 May 2010 - 12:16 AM

QUOTE(Sephiroth @ May 30 2010, 02:54 PM) View Post

PLEASE do not bring back that annoying you-gotta-tap-the-directional-key-to-move functionality with it. D:


Yeah, definitely. Everything good about the mermaid suit BUT that. It'd be better off without it, but I am wondering (optionally) whether it'd be possible to only be able to use the sword, hookshot and bow and arrow while the script's in effect too. Now, the easy way out would be to use Dmaps settings which prevent the use of the other items, but I think it'd be better so that you could still see the items that can't be used "underwater"..

#4 Eragon615

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Posted 01 June 2010 - 12:53 AM

In Key to the heavens, it's set up so items are greyed out while on epona. Might outta download it from zcrealm and see if you can reverse engineer some of it. I think you just have to recreate all non-usable items as greyed dummy items, and the script just swaps them out for you.

Oh, and for the record, I liked tapping the direction pad with the mermaid suit, but trying it on a keyboard would suck...

#5 Radien

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Posted 01 June 2010 - 05:18 AM

You can probably do it without scripts. Or mostly without scripts.

Open up a DMap. Poke around and you'll find an option to disable items on that DMap. Disable everything but the items you want to be usable. You're halfway there.

The other half is to change Link's appearance. Normally I'd suggest you simply use the Flippers to do this, but while "swimming" with the Flippers Link can't use items. Instead, you'll have to use Link Tile Mod to change his appearance.

To do this, you need a script that will give Link an item when he enters the water and take it away when he leaves. That way, you can set up the item to change Link's appearance while he carries it (using Link Tile Mod).

You should ask a scripter if s/he can do this for you. Feel free to copy/paste this post and show it to them if you find it helpful.

#6 Taco Chopper

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Posted 03 June 2010 - 07:28 AM

QUOTE
You can probably do it without scripts. Or mostly without scripts.Open up a DMap. Poke around and you'll find an option to disable items on that DMap. Disable everything but the items you want to be usable. You're halfway there.The other half is to change Link's appearance. Normally I'd suggest you simply use the Flippers to do this, but while "swimming" with the Flippers Link can't use items. Instead, you'll have to use Link Tile Mod to change his appearance.


Yeah actually, what I've done is pretty much exactly that. The fellow ZCer came up with the idea of using the Mermaid Suit as an sprite modifier and we both followed through with that. It turns out that Link can still use the sword, hookshot, bow and arrow, boomerang, (probably) the wand and hammer underwater, with the respective action sprites not turning out too bad, really.

The only thing I've got to remember to do now is to disable the Mermaid Suit item whenever I make new, non-underwater DMaps. Thanks anyway!


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