Ice combos.
#16
Posted 16 October 2011 - 12:33 PM
#17
Posted 16 October 2011 - 02:14 PM
I'm sure, this script is very useful for my ice-dungeon. ^^
Just a little question:
What are these input-constantas for?
const int SCRIPT_ICECOMBO = 1;
I want the "script1"-combo to be the ice-combe. Which number should I set?
(sorry for my bad english)
#18
Posted 16 October 2011 - 02:23 PM
#19
Posted 16 October 2011 - 04:32 PM
#20
Posted 16 October 2011 - 04:40 PM
#21
Posted 19 October 2011 - 04:37 AM
#22
Posted 04 November 2011 - 01:01 PM
The globalscript will launch the ice combo script as needed. Just be sure the ffc script num of the ice combo is the same as the script and CT_ICE2 = the value of CT_SCRPT# "whatever scripted combo you want to use for ice that is" So no, you don't need to put the ice combo on every screen that has ice combos. The global script does that for you and will launch a script when you're waling on Ice.
The script doesn't work in my quest and I don't really understand, what you mean with that. I'm sorry, but my english is not good enough to understand it.
Can you try to explain it easier please?
#23
Posted 04 November 2011 - 01:56 PM
The script doesn't work in my quest and I don't really understand, what you mean with that. I'm sorry, but my english is not good enough to understand it.
Can you try to explain it easier please?
What do you not understand?
#24
Posted 04 November 2011 - 01:56 PM
The global script will automatically call the ice combo script as needed, so no need to place FFC scripts. Set Script_Icecombo to the number of the FFC script (you can check in Scripts->Import ZASM FFC script) and CT_ICE2 = 142 (if you're using Script1 combos). So no, you don't need to put the ice combo on every screen that has ice combos. The global script does that for you and will launch a script when you're walking on Ice.
Edited by MoscowModder, 04 November 2011 - 01:56 PM.
#25
Posted 04 November 2011 - 02:13 PM
But there's still a problem: When I walk on the script1-combo, it warps Link, like he steped on a stairs(A)-combo...
I tried it with the script2-combo too -> Same problem.
#26
Posted 05 November 2011 - 09:02 PM
So is the script working complete or Is it still bugged like ^ said?
#27
Posted 05 November 2011 - 09:31 PM
Also, about the warping issue. I assume you're using pure_remembrance? check ffcscript.zh, the invisible combo is set to combo 1 by default. You need to change this to an invisible combo. Pure Remembrance has a Stairs combo on combo 1.
Edited by Sepulcher, 05 November 2011 - 09:36 PM.
#28
Posted 06 November 2011 - 07:23 AM
#29
Posted 06 November 2011 - 02:44 PM
void run(){
this->X = Link->X;
this->Y = Link->Y;
int PreviousInput = DirInput();
int PreviousDir = Link->Dir;
Waitdraw();
while(PreviousInput == DirInput() && PreviousDir == Link->Dir){
if(!OnIce()) Quit();
PreviousInput = DirInput();
PreviousDir = Link->Dir;
Waitframe();
}
int dir = AngleDir8(Angle(this->X, this->Y, Link->X, Link->Y));
float xstep;
float ystep;
for(int i = 100; i > 0; i--){
if(!OnIce()) break;
if(dir == 0 || dir == 4 || dir == 5) xstep -= i/100;
else if(dir == 1 || dir == 6 || dir == 7) xstep += i/100;
if(dir == 2 || dir == 4 || dir == 6) ystep -= i/100;
else if(dir == 3 || dir == 5 || dir == 7) ystep += i/100;
if(ystep <= -1 || ystep >= 1){
if(ystep < 0 && CanWalk(Link->X, Link->Y, DIR_LEFT, Abs(ystep), false)) Link->X += ystep;
else if(ystep > 0 && CanWalk(Link->X, Link->Y, DIR_RIGHT, ystep, false)) Link->X += ystep;
ystep = 0;
}
if(xstep <= -1 || xstep >= 1){
if(xstep < 0 && CanWalk(Link->X, Link->Y, DIR_UP, Abs(xstep), false)) Link->Y += xstep;
else if(xstep > 0 && CanWalk(Link->X, Link->Y, DIR_DOWN, xstep, false)) Link->Y += xstep;
xstep = 0;
}
Waitframe();
}
}
int DirInput(){
int bit;
if(Link->InputUp) bit |= 1b;
if(Link->InputDown) bit |= 10b;
if(Link->InputLeft) bit |= 100b;
if(Link->InputRight) bit |= 1000b;
return bit;
}
}
There you go! It's only the FFC part, since that's the only part I modded. There aren't many differences, but I changed a few variables and then tested it until it worked properly.
#30
Posted 06 November 2011 - 03:13 PM
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