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OOT Wallmasters


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#31 Cereal Guy

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Posted 16 December 2012 - 12:33 PM

No. Attribute 11 -> 11
Attribute 12- > 12

#32 Jenny

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Posted 16 December 2012 - 12:38 PM

Do you know what you're talking about?

Attribute 11: Set this to the combo number you're using for the enemy.
Attribute 12: Set this to the slot number of the script.

Edited by Dragonite, 16 December 2012 - 12:40 PM.


#33 Moosh

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Posted 16 December 2012 - 01:11 PM


"Hi!"
"Can I help you?"
"Yeah can I have a dozen viewers please?"
"Oh hi, tutorial video, I didn't know it was you! Here you go"
"That's me! How much is it?"
"It'll be 18 dollars."
"Here you go, keep the change. Hi doggie."
"You're my favorite customer."
"Thanks a lot, bye!"
"Buh-bye!"

I love tutorial videos, don't you? Helping to make the world a better place. Wait, what am I doing here?

#34 Da Masta Sord

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Posted 16 December 2012 - 01:41 PM

I got it to work thank you for the script

#35 Da Masta Sord

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Posted 07 May 2013 - 01:33 PM

What Music is that on the video, It's the same music for Living Island.

#36 Saffith

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Posted 07 May 2013 - 01:42 PM

It's from Sonic CD.

#37 Da Masta Sord

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Posted 07 May 2013 - 02:01 PM

Lo and behold the Moosh has left hiding to bestow upon the populus a script.

CODE
//Le Autoghost OOT Wallmaster Script
//Attribute 1: Pause in 60ths of a second while the enemy is in the air
//Attribute 2: Pause in 60ths of a second while the enemy is on the ground
//Attribute 11: Combo to use for the ghosted enemy
//Attribute 12: Slot number this script is loaded in
//Set the enemy's step speed to change the speed at which it rises back into the air
//Don't use on screens with like likes
ffc script OOTWallmaster{
void run(int enemyid){
bool caught=false;
npc ghost=Ghost_InitAutoGhost(this, enemyid, GHF_KNOCKBACK|GHF_STUN|GHF_CLOCK);
int combo=ghost->Attributes[10];
int pause1=ghost->Attributes[0];
int pause2=ghost->Attributes[1];
int step=100;
if(ghost->Step>0)step=ghost->Step;
Ghost_Transform(this, ghost, combo, ghost->CSet, 1, 1);
ghost->OriginalTile=GH_BLANK_TILE;
this->Flags[FFCF_OVERLAY]=true;
while(true){
Ghost_X=-32;
Ghost_Y=-32;
Ghost_Waitframes(this, ghost, true, true, pause1);
Ghost_X=Link->X;
Ghost_Y=Link->Y;
Ghost_Z=256;
Game->PlaySound(SFX_FALL);
ghost->CollDetection=true;
while(Ghost_Z>5){
Ghost_Waitframe(this, ghost, true, true);
}
if(Link->Z==0&&!caught&&Distance(Ghost_X, Ghost_Y, Link->X, Link->Y)<=10&&Link->Action!=LA_FROZEN&&Link->Action!=LA_INWIND){
caught=true;
ghost->CollDetection=false;
}
for(int i=0; i<=pause2; i++){
if(caught){
Link->X=Ghost_X;
Link->Y=Ghost_Y;
NoAction();
}
Ghost_Waitframe(this, ghost, true, true);
}
ghost->CollDetection=false;
while(Ghost_Z<256){
if(caught){
NoAction();
Link->X=Ghost_X;
Link->Y=Ghost_Y;
Link->Z=Ghost_Z;
Link->Jump=0;
}
Ghost_Z+=step/100;
Ghost_Jump=0;
Ghost_Waitframe(this, ghost, true, true);
}
if(caught){
Link->Z=0;
Link->Warp(Game->LastEntranceDMap, Game->LastEntranceScreen);
}
}
}
}

And now back to hiding.

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Is that based on a quote from Skyward Sword.


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