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[2.55] proposed combo: Possess Item -> Next


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#1 Old-Skool

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Posted 03 November 2021 - 09:35 PM

The idea behind a "Possess Item -> Next" Combo is simply a combo that will  change into another combo based solely on whether or not Link currently has an item with a specified ID.

 this would be very similar to any ordinary combo that can be changed into the next listed or specified combo by a weapon trigger, except in this case, the combo changes simply based on whether or not Link has *collected* a specified item.

 
Some care might need to be taken if a questmaker attempts to set a dropped, finite item as the possession, such as a heart or rupee, but otherwise this could open the way to revolutionizing how Event Flags are simulated in Zelda Classic (rather than, say, extensive use of screen state carryovers.)



#2 Alucard648

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Posted 04 November 2021 - 03:14 AM

Simple Combo script could do it.


Edited by Alucard648, 04 November 2021 - 03:15 AM.


#3 Emily

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Posted 04 November 2021 - 07:26 AM

yeah, a combo script for this would be *really* easy.

combodata script ItemNext
{
	void run(int itemID)
	{
		while(true)
		{
			if(Hero->Item[itemID])
			{
				((Game->LoadTempScreen(this->Layer))->ComboD[this->Pos])++;
			}
			Waitframe();
		}
	}
}

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#4 P-Tux7

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Posted 09 November 2021 - 10:06 PM

Can you have a string in the room that has no text, but a SCC checking for the presence of an item, and trigger secrets if so?
As Mitsukara pointed out, this also lets you make scriptless Secret Seashells or "Alternate Rupees" by having a custom item increment one of the Script X counters every time you pick up one, then using a SCC to check if that counter is equal to or greater.
You're using the Script X counters but no scripts required. Just like how you can use weapons with Script X defense types and enemies with Script X defenses, with no actual scripting.

Perhaps I should get Emily to change these names to General-Purpose...

Edited by P-Tux7, 09 November 2021 - 10:07 PM.



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