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Bomberman style bomb to be assigned to A button


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#1 NeoMasterZX

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Posted 01 September 2014 - 11:43 AM

so I've been playing Bomberman tournament and Bomberman Jetters Densetsu No Bomberman (The Legendary Bomberman) both for the GBA which both play like zelda games but have bomberman's...Bombing.. and was wondering if anyone was capable of making a bomberman styled bombs and power ups.   



#2 Timelord

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Posted 01 September 2014 - 11:54 AM

I assume that you mean explosions that flood out in lines of desired lengths, with the length established by a power-up system? The linear damage wouldn't be too hard, but snapping the lines to a fixed grid may be problematic.

#3 Lejes

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Posted 01 September 2014 - 01:18 PM

std.zh actually has a function for snapping things to the grid.

//Snaps 'x' to the combo grid
//Equivalent to calling ComboX(ComboAt(x,foo));
int GridX(int x) {
    return (x >> 4) << 4;
}

And of course there's one for y as well.



#4 Avaro

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Posted 01 September 2014 - 01:22 PM

What does >> and << do?

Sorry for going offtopic, I'm just curious. :)


Edited by Avataro, 01 September 2014 - 01:23 PM.


#5 Lejes

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Posted 01 September 2014 - 01:57 PM

http://en.wikipedia....ht_shift_.3E.3E



#6 NeoMasterZX

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Posted 01 September 2014 - 02:20 PM

Is something like this easy? I'm not one to script so I wouldn't know.


Edited by NeoMasterZX, 01 September 2014 - 02:21 PM.


#7 MoscowModder

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Posted 01 September 2014 - 02:51 PM

It wasn't exactly easy, but fortunately I had made this a while back for someone's bomberman clone quest.

 

Note: This may be missing some things, since it's part of a big script set. You can get the entire file here.

DON'T USE THIS VERSION. Use the one below


Edited by MoscowModder, 02 September 2014 - 09:13 AM.
Removed bomberman-specific code


#8 NeoMasterZX

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Posted 01 September 2014 - 02:53 PM

Good Lord! so how would I install this script?



#9 MoscowModder

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Posted 01 September 2014 - 03:08 PM

import "std.zh"
import "stdExtra.zh"
import "ffcscript.zh"
import "string.zh"
  1. Download stdExtra.zh (linked in my signature) and put it in your ZC folder if it isn't there already
  2. Put the above includes at the top of your script file if they aren't there already.
  3. Copy the code from my last post into your file
  4. Compile the script (and tell me any errors you may run into while compiling)
  5. Assign the two scripts into an FFC and item script slot in the window that appears after you compile
  6. Create an item with a Custom Item class, set its action script to bomber, and set its arguments (D0 - D7) to the following:

//D0 = Bomb sprite
//D1 = Bomb fuse (time till it explodes)
//D2 = Explosion sprite (Uses one sprite. Have animation frames for vertical, horizontal, and middle explosion tiles in that order)
//D3 = Explosion damage
//D4 = Time explosions remain on screen
//D5 = [IGNORE]
//D6 = [IGNORE]
//D7 = Whether or not the bomb is remote-activated

 

I'm going to quick take out some parts of the script that probably won't apply to your quest. Look for an edit mark before copying it...



#10 NeoMasterZX

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Posted 01 September 2014 - 04:14 PM

What kind of things did you remove?



#11 MoscowModder

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Posted 01 September 2014 - 04:16 PM

Breaking blocks that have a certain flag on them. I'm assuming you only want this for combat.

 

Of course, if I'm wrong, I can just add them back.



#12 NeoMasterZX

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Posted 01 September 2014 - 04:18 PM

To quote a certain song "I want it all!" I mean why not it could be fun.

 

I don't seem to have the fccscript, where can i get it?


Edited by NeoMasterZX, 01 September 2014 - 04:24 PM.


#13 MoscowModder

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Posted 01 September 2014 - 04:33 PM

All right, this version compiles and has more features from the original. There's a lot of setup you have to do, though.

  1. Make an item sort of like the bomb bag that applies to counter Script 1 and determines how many bombs can be on-screen (alternatively, I can make the number of bombs on screen a constant)
  2. Make an invisible enemy that drops the items that blocks can drop, and set its ID in the constant NPC_DROPPER

Look at each constant to see what it does. Just be aware that this is somewhat advanced stuff, which is why I gave you the more stripped-down version earlier.

Script


#14 NeoMasterZX

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Posted 01 September 2014 - 04:39 PM

So i I decided for now just to use the streamlined script and got back several errors Which are mostly variables undeclared.


Edited by NeoMasterZX, 01 September 2014 - 06:18 PM.


#15 MoscowModder

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Posted 01 September 2014 - 06:52 PM

Just copy all of the constants from the bigger version into the top of your script file.




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