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[2.53] New Preconfigured Scripts & Items

Scripting 2.53 Omnius

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#1 Timelord

Timelord

    The Timelord

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Posted 24 February 2019 - 06:20 PM

As of the upcoming Gamma 4, ZC 2.53 will include some demonstration scripts, and minimally-scripted items.

 

Classic.zh; Scope

The purpose of this include is to demonstrate to new users, how scripting works, with very cear and simple examples that are set up in advance and to provide a few salt-and-pepper scripts for a new user to utilise in making a quest. Thus, all scripts in the package are of a utility nature, and are of types that are common in modern 2.50 quests. (Classic.zh, and the defaut Classic blank quest stored in qst.dat, and not the place to include esoteric or oddbal addons.)

 

We've selected the item scripts in this package based around the most common item script requests over the last few years.

 

 

Item Scripts

The following scripts are preconfigured, and some are installed on new items in the default quest file.

HalfMagic

A simple item that gives Link the 1/2 Magic upgrade. This is attached to item 144, and that item is now on the default active subscreens. The item type used for this is Custom Item Class 01.

LearnSlash

Gives Link the slash ability, and is attached to item 145. It is likewise, on the default active subscreens. The item type used for this is Custom Item Class 02.

The above two items can be used via string control codes, to award these abilities.

ItemMessage

A basic item pickup message script, not attached to any item at present.

ItemSound

Attaches a additional sound effect to any item. No item is configured with it by default at this time.
 

FFC Scripts
The following scripts are all preconfigured, and the user can copy them from Map 1, Screen 0x82, and paste them anywhere else in their quest to make use of them with no additional set-up.

BossMusic
This plays a boss battle theme on the screen where it is placed. When the boss is defeated, it pays a victory theme, and then reverts to the normal DMap MIDI.

It is compatible with the included BossExplode, DropHEARTCONTAINER, and DropTRIFORCE scripts.
The required audio elements are all preconfiguered, and prepackaged.


BossExplode
This causes a boss to die in a fiery explosion. It is designed to work with Z1 bosses, soley, and the required sound effects, sprites, and tiles are preconfigured.

DropHEARTCONTAINER

When a boss is dead, this spawns a heart container item, and causes it to fall slowly from the sky/ceiling, with a drop-shadow effect, similar to modern 3D Zelda games Desined to be used in conjunction with BossMusic and BossExplode, but it is possible to reconfigure it to work elsewhere.

DropTRIFORCE

As DropHEARTCONTAINER, but it will spawn a Triforce Fragment. It waits until the heart container is taken by the player, to fall. Designed to be used in conjunction with DropHEARTCONTAINER, BossMusic, and BossExplode, but it is possible to reconfigure it manually to work elsewhere.

SignPost

A basic signpost ffc. Place the ffc over a combo on the screen, and if Link is below it, facing it, and withing range then presses A or B, it will dispay a message.

ChangeRoomGuy

Place on a screen with a room guy, and this will change his tile to the tile specified in D0.

PermBlockSecrets

Makes a block puzzle permanantly solved, triggering screen secrets when the player returns to that screen, later.

PermBlockShutters

Makes a bock puzzle that triggers Block->Shutters in a NES dungeon, permanent. If Link later revisits that screen, then shutters wil reopen.

Daira

(Enemy, AutoGhost) A walking enemy that swings an axe. Preconfigured in red and blue varieties, as enemy IDs 177, and 178, respectively. All tiles, and the enemy editor entry for this enemy are preconfigured and prepackaged for easy use and editing.

Global Scripts

Active

Preconfigured with ghost.zh and tango.zh (both current). The Daira enemy uses Ghost.zh, but there are no preconfigured Tango ffc scripts.

Several common headers are also preconfigured, so that their elements are set up in the default blank quest. This now includes elements such as freeze-all combos.

 

If you are curious, you can downoad the following files:

Classic.zh

The new included header with these scripts.

 

classic.qst

The new blank quest file.

 

classic_bosschain.qst

A test of the boss event ffcs with a Z1 boss.

 

Please respond to this thread if you are interested in testing this new include package.

 

We are still refining this set of includes, and there will likely be some future revisions.

 

If anyone has requests, or suggestions, for other basic elements to include, please feel free to submit them, after considering the following critical guidelines:

 

  • All preconfigured scripts must be very simple, and easy to use. Ideally, they should be transparent to the end-user in the case of items, and/or need no manual configration.
  • All ffc scripts must be designed so that they can be copied and pasted from one screen to another, with no editing of any configuration values, to permit them to work; or no more than one value (d0), and only when that is essential (e.g. SignPost).
  • Any enemy script must work solely on tiles, not on combos, and its use and configuration must be invisible to the user.
  • No weapon scripts using ffcs will be accepted. Save that for 2.55.

 

Note that we will be revising this package for 2.55, so that any included item, enemy, or sprite-affecting script will be rescripted in one of the new script types, appropriate to it. We welcome anyone who wishes to contribute new base enemies, items, or weapons to consider writing them for 2.55.





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