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Candle Flame that Overlaps over Shadow Overlayers


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#1 SkyLizardGirl

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Posted 25 July 2019 - 12:23 AM

(Candle to display flame over shadow overlayers)

 

I need a script that displays the Candle fire when thrown to display above every overlayer

listed in the script.

 

The reason for this, my game uses Shadow overlayers making some rooms darker.

I do this mostly instead of dark rooms because Darkrooms don't appear over every color pallate

 

I need the candle 'fire itself' to Display above the shadow overlayers when Link lets the flame out upon the ground.

 

Can somebody script this?


Edited by SkyLizardGirl, 25 July 2019 - 12:24 AM.


#2 Emily

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Posted 25 July 2019 - 08:01 AM

(Candle to display flame over shadow overlayers)

 

I need a script that displays the Candle fire when thrown to display above every overlayer

listed in the script.

 

The reason for this, my game uses Shadow overlayers making some rooms darker.

I do this mostly instead of dark rooms because Darkrooms don't appear over every color pallate

 

I need the candle 'fire itself' to Display above the shadow overlayers when Link lets the flame out upon the ground.

 

Can somebody script this?

In 2.55, it should be absurdly simple;

lweapon script drawOver
{
    void run()
    {
        while(true)
        {
            Screen->FastTile(7,this->X,this->Y,this->Tile,this->CSet,OP_OPAQUE);
            Waitframe();
        }
    }
}

In the candle item, go to the "W. Script" tab, assign this script. No InitD to worry about, just works.

If you want enemy fire as well, then, just copy the script but change `lweapon` to `eweapon`, then assign it to each enemy in the enemy editor (Scripts tab, Weapon Script subtab).


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#3 SkyLizardGirl

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Posted 26 July 2019 - 04:55 PM

In 2.55, it should be absurdly simple;

lweapon script drawOver
{
    void run()
    {
        while(true)
        {
            Screen->FastTile(7,this->X,this->Y,this->Tile,this->CSet,OP_OPAQUE);
            Waitframe();
        }
    }
}

In the candle item, go to the "W. Script" tab, assign this script. No InitD to worry about, just works.

If you want enemy fire as well, then, just copy the script but change `lweapon` to `eweapon`, then assign it to each enemy in the enemy editor (Scripts tab, Weapon Script subtab).

 

 

 

Thank you very much.* I will try this script to see if it can works.'  \0~^

 

Thank you.'



#4 SkyLizardGirl

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Posted 26 July 2019 - 05:10 PM

Ok i am having trouble trying to load this script alone.

 

It's not letting me compile - it says error..



#5 Lüt

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Posted 26 July 2019 - 05:24 PM

It's not letting me compile - it says error..

For the sake of everybody who might want to help, what error does it say?


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#6 SkyLizardGirl

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Posted 26 July 2019 - 11:59 PM

For the sake of everybody who might want to help, what error does it say?

 

 

I think i got it imported now.   Moosh helped me today.

 

I am going to try the game with the script active now atattched to the item. 

I will report back laters to tell if everything is working ok.



#7 SkyLizardGirl

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Posted 11 August 2019 - 07:14 PM

It works great.*   The Script works.

 

Thank you,  I forgot to report back to you.

 

You should totally submit this script into the database.*   Thank you  Venrob.*



#8 Timelord

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Posted 11 August 2019 - 09:59 PM

It's a bit tiny, but I suppose it wouldn't hurt.

Some basic modifications:
 
lweapon script drawWeaponToLayer
{
    void run(int layer, opacity)
    {
        layer = ( layer > 0 ) ? layer : 7; //defaults
        opacity = ( opacity > 0 ) ? opacity : 128; //defaults
        while(1)
        {
            Screen->FastTile(((layer > 0) ? layer : 7),this->X,this->Y,this->Tile,this->CSet,((opacity>0) ? opacity : OP_OPAQUE));
            Waitframe();
        }
    }
}

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#9 SkyLizardGirl

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Posted 14 August 2019 - 05:44 PM

It's a bit tiny, but I suppose it wouldn't hurt.

Some basic modifications:
 

lweapon script drawWeaponToLayer
{
    void run(int layer, opacity)
    {
        while(1)
        {
            Screen->FastTile(((layer > 0) ? layer : 7),this->X,this->Y,this->Tile,this->CSet,((opacity>0) ? opacity : OP_OPAQUE));
            Waitframe();
        }
    }
}

 

 

Oh nice Zoria.* What's it do to the current script?

 

Looks interesting.'



#10 Timelord

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Posted 15 August 2019 - 09:11 AM

Oh nice Zoria.* What's it do to the current script?
 
Looks interesting.'


It adds args to set the layer to use and the drawing opacity. Edited above with some defaults.
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#11 SkyLizardGirl

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Posted 19 August 2019 - 12:44 PM

It adds args to set the layer to use and the drawing opacity. Edited above with some defaults.

 

 

Oh thank you.*




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