A script request thread
#16
Posted 14 February 2008 - 11:30 AM
#17
Posted 14 February 2008 - 12:10 PM
#18
Posted 14 February 2008 - 06:53 PM
cause the effect I am trying to go for is like Oot under water effect.
#19
Posted 15 February 2008 - 04:28 AM
Which you might not be aware of, so I'll run you through it:
Link equips the boots to the 'B' button.
Link walks into a newly scripted water combo.
Link starts to 'swim', and can't use any items.
Link presses 'B'.
Link now has the boots equipped, and can use items.
Link equips another item to the 'B' button.
Link can now use that item, and still has the boots on.
Link equips the boots back to the 'B' button again.
Link presses 'B'.
Link now un-equips the boots and is swimming again.
#20
Posted 15 February 2008 - 12:32 PM
#21
Posted 22 February 2008 - 11:58 AM
Have a go with this.
While Link has the 'boots' item, (as in the hard-coded one), he can press L to equip/unequip them whilst in water.
While he doesn't have it, he has to swim.
While swimming, he can't use any items, but he travels faster.
I could add a little bit of script to check whether he has the flippers, then if he does, add a little bit of OoA/OoS style deep-water code, to damage Link and send him back to where he entered the screen, if you so desired.
#22
Posted 23 February 2008 - 10:38 PM
#23
Posted 24 February 2008 - 05:03 AM
I've had to change the script quite significantly to get it to work though, so you might want to export the script from that quest and copy it over.
Edited by Joe123, 24 February 2008 - 05:04 AM.
#24
Posted 24 February 2008 - 11:36 AM
One thing I just noticed this morning is on one of the layers you did there was d-warps, should I have done that?
#25
Posted 24 February 2008 - 11:47 AM
The number in the box will move Link's tiles along that far.
On my tilesheet, I've set up some tiles for Link swimming that are -80 tiles away from Link walking.
Go have a look.
That means that when I 'modify' Link's tiles by -80, he'll look like he's swimming (when really he isn't but we shan't worry about that too much).
D-warps?
Hmm?
#26
Posted 24 February 2008 - 02:46 PM
#27
Posted 24 February 2008 - 02:48 PM
There's only one screen and there's no boards on the screen...
By d-warp, you do mean 'Direct Warp', correct?
#28
Posted 24 February 2008 - 03:41 PM
main screen:
water screen:
and boarder screen which has the d-warps:
Oh and when you add the 2 wide script it is actually 3 wide, 2 tall , for some reason its just that way, check here and you'll see post #21 :
http://www.purezc.co...o...34579&st=15
#29
Posted 24 February 2008 - 06:35 PM
No, the fact that they're direct warps is completly irrelevant.
They were just overlays to make the edge of the water without making extra tiles.
Combotypes have no effect on layers.
Edited by Joe123, 24 February 2008 - 06:35 PM.
#30
Posted 24 February 2008 - 09:21 PM
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