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#46 Jenny

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Posted 24 May 2012 - 01:52 PM

YEEEEEEEEEEEEEEEEEEEEEEEEES!!!!

This script will be EXTREMELY useful in my GB Quest!

THANK YOU THANK YOU THANK YOU!

#47 Jared

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Posted 24 May 2012 - 02:58 PM

...Who said you could use my script?

...

Just kidding xD Enjoy!
If you need help, tell me. :3

#48 accela2me

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Posted 24 May 2012 - 04:23 PM

you talked about modifying the script to switch to Link without a shield, right? I don't doubt that gives work to make this change, but certainly would the function more complete :)

#49 MoscowModder

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Posted 24 May 2012 - 04:54 PM

You are referring to the requested feature to make Link seem to hold a shield to the side when equipping the item but not using it? Yes, that would be awesome. But I just can't figure out how to make the LTM's work.

#50 SUCCESSOR

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Posted 24 May 2012 - 07:35 PM

CODE

if(GetEquipmentB() == DumShield || GetEquipmentB() == DumShieldMag || GetEquipmentB() == DumShieldMir
        || GetEquipmentA() == DumShield || GetEquipmentA() == DumShieldMag || GetEquipmentA() == DumShieldMir)
)
            Link->Item[DumShieldInactive] = true;
        else
            Link->Item[DumShieldInactive] = false;
        


const int DumShield ------------ Dummy Small Shield
const int DumShieldMag --------- Dummy Magic Shield
const int DumShieldMir ---------- Dummy Mirror Shield
const int DumShieldInactive ---- Dummy item that modifies links sprite while the shield is set to A or B




Full Script




Unless i screwed something up in copying there it is.

Edited by SUCCESSOR, 24 May 2012 - 08:55 PM.


#51 MoscowModder

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Posted 24 May 2012 - 09:54 PM

Yeah, that could probably work. I just like making stuff more customizable with any number of shields.


Jared: That one inactive shield item has an LTM that is set to the difference between any held-shield sprite and the corresponding inactive-shield sprite.

Edited by MoscowModder, 24 May 2012 - 09:55 PM.


#52 SUCCESSOR

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Posted 24 May 2012 - 11:15 PM

Working


Ok now it should work.
The dummy shield item needs a pickup script (gbshield_pickup) and an action script (gbshield).
D0 is the shield that the dummy shield activates
D1 is the dummy item that modifies link
D2 is the dummy shield(this item/the one you are setting scripts and arguments for)

Edited by SUCCESSOR, 25 May 2012 - 02:51 AM.


#53 accela2me

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Posted 25 May 2012 - 10:17 AM

SUCCESSOR, i'm a bit confused about the dummy shield and the dummy item.
1. Which of them should be on the screen to be picked up by Link AND on the subscreen to be selected?
2. How to configure the dummy item (tile, D0, script, etc)?

Edited by accela2me, 25 May 2012 - 10:55 AM.


#54 SUCCESSOR

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Posted 25 May 2012 - 11:49 AM

The "dummy item" or "fake item" is an item that you set up to modify links tiles. Other than that all this item needs is "Equipment Item" checked and a class that won't get overridden by any other item. this item is used by the script so you don't want to set this on screen anywhere. Don't even give it a tile.

The "dummy shield" is the item you give link, that goes on your subscreen. This is the item you set the scripts to.



#55 Da Masta Sord

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Posted 08 May 2013 - 12:40 PM

Link equips the sheild but his sprite when his sheild is unequiped is the wooden sheild.

#56 MoscowModder

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Posted 08 May 2013 - 12:51 PM

Double-check your Link Tile Modifiers on the dummy and active shield items.

#57 Da Masta Sord

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Posted 08 May 2013 - 04:32 PM

What number should I put?

#58 MoscowModder

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Posted 09 May 2013 - 01:21 PM

It depends. Should Link have his graphics changed by the dummy shield (showing one on his back, for example), or just for the active shield (holding it in front of him)?

#59 Da Masta Sord

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Posted 09 May 2013 - 03:33 PM

What number for the back with the DOR tileset.

#60 MoscowModder

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Posted 09 May 2013 - 04:41 PM

You have to set up all of these graphics beforehand. Assuming you have the 3 default shields, lay out seven 'blocks' of Link graphics, all in the same order and relative position; one for each state of each shield. You can fit two blocks on one tilepage.

Page 1: No shield, small shield on back
Page 2: Magic shield on back, mirror shield on back
Page 3: Small shield in hand, magic shield in hand
Page 4: Mirror shield in hand.

For each "dummy" shield, the Link Tile Modifier equals the number of any one Link tile (say, the standing down tile) with the shield on his back, minus the number of the same Link tile with no shield.

For every "real" shield (they're all the same LTM), the Link Tile Modifier equals the number of any Link tile with an active shield minus the same Link tile with a shield on his back.


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