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FFC Script Combodata Scripts

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#1 Bagu

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Posted 13 December 2021 - 12:42 PM

Answering Jennie's request I wrote a ("dummy") Hammer(Super)Quake Trigger FFC script

...now I also wrote 3 funny combo data scripts
...2 for various purpose and one specific

The first two are combos that exchange theirself by following attributes.

1) Item check
2) Screen->D (or other variable identifiers)

And the third is a "Real" Big Armos combodata Script
 

 


Edited by Bagu, 13 December 2021 - 01:07 PM.


#2 Bagu

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Posted 13 December 2021 - 01:36 PM

Those Armos Combos can't only create Amros enemies.
The Spawned enemy ID is variable and can be assigned in the combo's Script InitD(0) Slot

...you can even create Boss Statues that spawn Bosses.
...or Statues that spawn (NPC-)scripted 32x32 enemies.


Edited by Bagu, 14 December 2021 - 01:28 AM.


#3 Bagu

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Posted 13 December 2021 - 02:35 PM

I'm gonna post the script, when I added a little spice, like a constant Spawn SFX, different Armos Combo Types,  triggered by distance (Link->ComboBlock), Comboflag under Link, ScreenD values, and other circumstances ...and declared by the ComboType of the Armos Combos or ComboFI below the combo. (so no different scripts are required)
A Check Line, if Screen->Flag "DungeonBoss" is = true
...and if it's "true", delay enemy spawn, Start a constant "Battle Prelure MIDI", loop the Spawn SFX while shaking screen, use a special spawn sprite (also assigned by constants), and spawn the enemy ...and, as soon as it's visible, play a ScreenMessage (wich could be constant or assigned by a certain Screen->D value etc), Start a (constant)  Battle MIDI, exchange the Combo Block (and then, quit, so the Battle can start) 

Edited by Bagu, 13 December 2021 - 03:10 PM.


#4 Geoffrey

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Posted 13 December 2021 - 06:41 PM

I dig it, especially the quake hammer thingy.


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Also tagged with one or more of these keywords: FFC Script, Combodata Scripts

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