Gameboy mini boss warp?
#1
Posted 21 June 2010 - 12:10 AM
#2
Posted 21 June 2010 - 12:30 PM
#5
Posted 24 June 2010 - 06:49 PM
Do I do it in the room where the boss is?
I want it to make the entrance's secrets go off when I defeat the boss and the boss room's secrets go off.
Edited by Hot Water Music man, 24 June 2010 - 06:57 PM.
#6
Posted 24 June 2010 - 10:16 PM
No Reset-> Secrets
#7
Posted 25 June 2010 - 12:31 AM
edit: Nevermind I didn't know you had to set both of them to carry over to eachother.
Edited by Hot Water Music man, 25 June 2010 - 02:04 AM.
#9
Posted 26 June 2010 - 09:54 AM
Do I place it in both rooms?
what's the "level" argument mean?
I tried to mess with it but nothing shows up when I kill the boss.
I think I did the script wrong.
//Global variables
int mb_defeated=0;
//Function written by Mike Caron. See credits section below.
int setbit(int v, int num, bool b)
{
int mask = Pow(2, num);
if(b) return (v | mask);
else if(getbit(v,num)) return(v - mask);
else return(v);
}
//Function written by Mike Caron. See credits section below.
bool getbit(int v, int num)
{
if(num <= 0) return(false);
int ret = v >> num;
return((ret & 1b) == 1);
}
//If a miniboss consists of standard/custom enemies, attach this
//script to an FFC and place it anywhere in the miniboss room. Set
//the enemy flag "Dungeon Boss" to prevent enemies from returning.
//D0: level #
ffc script miniboss_versionone
{
void run(int lev)
{
if(!getbit(mb_defeated,lev)) //if miniboss has not been defeated
{
while(Screen->NumNPCs()==0) Waitframe(); //wait until the enemy (or enemies) appear
while(Screen->NumNPCs()>0) Waitframe(); //wait until all of the enemies are killed
mb_defeated=setbit(mb_defeated,lev,true);
}
}
}
//Original function was written by Mike Caron. See credits section below.
//Modified slightly by Elmensajero
//D0: level #
//D1: combo id of a sensitive warp combo
//Setup: Use a transparent combo for the ffc and place it on the tile where you want the
// warp portal to appear. Next, use the input D1 to specify where the warp portal is
// located in the combo pages. Set the tile warp through ZQuest, and make sure Link
// does not appear on another warp, or he will keep on warping between them forever.
ffc script minibosswarp
{
void run(int lev, int wt)
{
//Wait until the miniboss is dead
while(getbit(mb_defeated, lev) == false) Waitframe();
//Change ffc to warp portal
this->Data=wt;
//In case he's standing on top of the warp when it appears
while(Link->X + 8 >= this->X && Link->X <= this->X + 8 && Link->Y + 8 >= this->Y && Link->Y <= this->Y + 8) Waitframe();
while(Link->X + 8 < this->X || Link->X > this->X + 8 || Link->Y + 8 < this->Y || Link->Y > this->Y + 8) Waitframe();
Link->X = this->X;
Link->Y = this->Y;
Link->Action = LA_FROZEN;
Link->Dir = DIR_DOWN;
int i;
for(i = 6; i >= 0; i--)
{
Link->Dir = DIR_LEFT;
Waitframes(i);
Link->Dir = DIR_UP;
Waitframes(i);
Link->Dir = DIR_RIGHT;
Waitframes(i);
Link->Dir = DIR_DOWN;
Waitframes(i);
}
Link->Action = LA_NONE;
Screen->ComboD[ComboAt(Link->X, Link->Y)] = wt;
Waitframe();
}
}
Edited by Hot Water Music man, 26 June 2010 - 10:10 AM.
#10
Posted 29 June 2010 - 07:18 AM
#11
Posted 29 June 2010 - 11:50 AM
#12
Posted 29 June 2010 - 12:52 PM
#13
Posted 29 June 2010 - 12:58 PM
#14
Posted 01 July 2010 - 11:41 AM
#15
Posted 06 July 2010 - 03:30 AM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users