Tricks of The Trade
#151
Posted 09 January 2010 - 04:12 PM
For example, let's say bushes normally drop a single rupee, heart, or nothing at all. But let's say you want a particular bush to drop bombs every time you slash it. Here's what you do:
-Make a drop set that has bombs occuring 100% of the time.
-Make a combo that looks like the 'bomb-giving' bush that you want. Set it's type to either Slash or Slash->Next. Whichever you choose, be sure to either set the undercombo or the next consecutive combo. Make sure it's solid.
-Now, here's where the latest enemy editor combes in. Make a new custom enemy. You should name it something easy to remember, like "Bomb Dropset" or something. You dont need to give it any tiles cause it's going to be completely invisible...in fact, to be sure, you should set the "Is Invisible" checkbox in the Misc Flags tab. Make sure the enemy's HP is 1, Step Speed is 0, and Damage is 0 (all other stats can be 0 as well). In the first defenses tab, set the b'rang defense to "Ignore" and then you can click the "Set All" button to make this "enemy" ignore everything. However, you'll want to change the sword defense back to "none" so that it can be killed via a slash of any sword. Make sure the enemy's dropset is the dropset that you want as well...like in this case, the bomb dropset. Save this enemy and go back to the screen editor.
-On the screen, place your bomb-giving bush combo where you'd like. For each one you place, you'll need to also place the previously created enemy. Go to the enemies menu and pick that enemy ("bomb dropset"). Click ok. Then place the enemy-placement flags on the same spots where you place your bush. (So for one push, place "Enemy 0" flag, another push "Enemy 1" flag, etc.
-Vuala! What happens is when you go to slash this bush, you also slash the hidden enemy since they'll occupy the same space. The enemy will always drop whatever particular item you want. This allows you to make slashable bushes, pots, grass, etc. have different dropsets. All you need to do is make an enemy for each dropset & place a different enemy on each object.
#152
Posted 10 January 2010 - 04:45 AM
An effect like this I'd say would still be better off with a scripted FFC. It's probably a pretty simple script, too, with only a few lines of code; I'm picturing a simple If/Then check to see when a certain Combo appears on the screen, said Combo being the Bush's UnderCombo so it appears when you slash it... followed by a Screen->CreateItem command to create the pick-uppable Bomb at the FFC's X,Y coordinates. Then if you want the bush to grow back and have more bombs to drop, another Condition could be added to the If/Then that makes it only work if a Local (Boolean) Variable is False (setting it True when it's slashed), and then have a second If/Then in the same FFC script (afterward) that sets it True again if another certain Combo is ever present on the screen (which the slashed Bush stump will be set to Combo-Cycle to eventually). A sketchy idea like that is what I have in mind; knowing Joe or Gleeok I bet they'd use a While Loop or something, which I would take one look at and shake my head and go "Wow, pure genius"... XD
Your idea works just fine, but I found some flaws in it, and am only putting this "counterpost" to be fair about it. I'm certainly not trying to bash or belittle your creativity... If anything, you could consider it me challenging you to strive even farther in the future (which, correct me if I'm wrong, is sorta one of the general Zelda Classic community's underlying core qualities; we all inspire each-other here every day even just doing our natural business )...!
Edit: Oh my God though you're right that new enemy editor is the sexiest thing since sex.
Edited by Schwa, 10 January 2010 - 04:46 AM.
#153
Posted 20 January 2010 - 12:04 AM
if you slash the bomb flower, it becomes another combo that regrows, but when it does regrow, it goes back to the original combo id, and then the script will notice that, place the enemy on there again and not put another one there until it regrows again. Infact I could probably write this script, and I'll give it a shot. Keep your eyes peeled.
#154
Posted 23 January 2010 - 01:03 PM
#155
Posted 21 March 2010 - 11:32 AM
#156
Posted 24 March 2010 - 05:26 PM
#157
Posted 20 April 2010 - 08:43 AM
#158
Posted 23 April 2010 - 03:23 PM
#159
Posted 26 May 2010 - 10:03 PM
#160
Posted 23 September 2010 - 07:18 PM
I'm suprised that nobody has come up with this yet, this is how to place large graphics very quickly without Joe123's tutorial. This requires the Combo Alias in a 2.5 build.
- Go into the Combo Alias by clicking the grey box in the top right corner until you see Combo Alias and three full collums of unused combos.
- Click on a combo in one of the collums and edit it (it will appear on all three collums).
- Go to properties and type in the size in the Horizontal and Vertical textboxes (no number larger than 4, though) and click the radio button stating which layer it can be put on (leave it at 0 for most of the time).
- Go out of the properties window and click the blank box in the middle, notice how it has grown larger, select you desired combo and change to the cset you want.
- You see that only one portion has been filled in. Repeat step 4 until the whole space is filled, minus the cset part because the rest will already be on that cset and you will probably be very close to the other combos you need, so it will be done quickly.
- Your combo will be done. You can now just place it wherever you want like a regular combo, but larger.
Ciao!
#161
Posted 23 September 2010 - 09:12 PM
BUMP!
I'm suprised that nobody has come up with this yet, this is how to place large graphics very quickly without Joe123's tutorial. This requires the Combo Alias in a 2.5 build.
- Go into the Combo Alias by clicking the grey box in the top right corner until you see Combo Alias and three full collums of unused combos.
- Click on a combo in one of the collums and edit it (it will appear on all three collums).
- Go to properties and type in the size in the Horizontal and Vertical textboxes (no number larger than 4, though) and click the radio button stating which layer it can be put on (leave it at 0 for most of the time).
- Go out of the properties window and click the blank box in the middle, notice how it has grown larger, select you desired combo and change to the cset you want.
- You see that only one portion has been filled in. Repeat step 4 until the whole space is filled, minus the cset part because the rest will already be on that cset and you will probably be very close to the other combos you need, so it will be done quickly.
- Your combo will be done. You can now just place it wherever you want like a regular combo, but larger.
Ciao!
Wasn't that already posted in this topic?
#162
Posted 25 September 2010 - 08:24 PM
Edited by Orin XD, 25 September 2010 - 08:25 PM.
#163
Posted 25 September 2010 - 10:44 PM
#164
Posted 26 September 2010 - 05:27 AM
A trick from me:
When you make ice enemys you should use the new enemy editor, to make them extremly weak to fire.
And fire enemys should ignore fire weapons. I made that in my game
Edited by Avataro, 05 May 2012 - 12:03 PM.
#165
Posted 27 September 2010 - 04:19 AM
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