I absolutely love this thing, and cannot wait to try it out Matthew.
Why not make it only useable once per screen?
I especially like your ideas in the bottom post, and might end up using one of them. Here's a new one to go along with your Block all enemies barrier thing though, what if it follows Link around, and stays there for 30 seconds (1,800 tics) or something before dissapearing, and looks like a fairy. INSTANT NAVI THING MONSTER!
EDIT: Sorry, I am a n00B whom doesn't know how to attatch a script to an item.
Limzo, there's no way to box the player in with this script. You weren't listening. THE FFC MOVES EVERYTIME YOU USE THE CANE. IT DOES NOT CREATE A NEW ONE WHEN YOU USE THE CANE AND LEAVE THE OLD ONE BEHIND. I'll give an example later. And no, I won't make it useable only once per screen. For one, I don't think it's possible yet, and two, there's no point!
Oh wait, you got confused by my questions. Here's the questions from Radien I answered:
1: "So it's a FFC?"
2: "Does that mean it doesn't override the combo it lands on?"
3: "And does that mean it doesn't leave an undercombo?"
4: "Also, if the old block stays where it is when you create a new block (does it?), it'd be possible for the player to box themselves in."
Number 5 was obvious. It was a reply to Radien's statement that it isn't very useable. But I'm working on that! I decided to just make a seperate script for the "solidity" of the block (it's still part of the "CaneSomaria" file, but it's placed after the "CaneSomaria" script ends. ). I'm going to test it in a little bit. It's a modification of C-Dawg's pseudo-solidity for his multiblock trigger.
Edit: Here's how you attach a script to an item:
1: When you compile the script, instead of using "ffc script script_name", replace "ffc" with "item".
2: Place it in one of the slots in the Item tab.
3: Edit an item and give it that script.
Done. It'll take on the characteristics of the item you gave the script to, though!
Edited by Matthew, 15 January 2007 - 12:14 PM.