Jump to content

Photo

Item Script Ideas.


  • Please log in to reply
19 replies to this topic

#1 Dawnlight

Dawnlight

    My name is NOT Jason!

  • Members
  • Real Name:Justin
  • Location:Chicago, IL

Posted 09 July 2008 - 07:28 PM

I got two ideas for item scripts. If someone made them already, can you post it please? I need it for my quest.

#1 Item Over Link Script This comes back from Ocarina of Time where Link gets ammunition the ammunition sprite appears on top of Link.

#2 Fairy Spinning around Link Script Basically when Link gets a fairy, the fairy will circle around Link and heal him.

Are these all possible scripts?

If so, I'm requesting them.

Thanks!

Edited by TriMaster001, 09 July 2008 - 07:28 PM.


#2 Joe123

Joe123

    Retired

  • Members

Posted 11 July 2008 - 12:42 PM

Ah urm...

Well, the first one I don't really get what you mean, could you explain a little better?
The second one isn't really practical I don't think.

Though it seems like quite a nice idea, and usually I'm all up for little graphical enhancements like that, I think it'd require re-checking every single enemy on the screen to see if one of them is a fairy every frame, which although possible, isn't really practical.

#3 Master Maniac

Master Maniac

    Earth, Wind, Fire, and Water.

  • Members
  • Real Name:kris

Posted 11 July 2008 - 01:32 PM

he means like when you get a small item (bomb ammo etc) in OoT, it would just kinda float over your head for about a half a second. then it would disappear.

and sure the second one is impractical, but it looks cool!

#4 Joe123

Joe123

    Retired

  • Members

Posted 11 July 2008 - 01:38 PM

Oh, that'd require loading all the items on the screen every frame too I think >_<

#5 Master Maniac

Master Maniac

    Earth, Wind, Fire, and Water.

  • Members
  • Real Name:kris

Posted 11 July 2008 - 02:02 PM

you couldn't make it an item script, and make its sprite move above link or something?

or have him set up some combos that cycle to a blank combo, and make them have the item sprites on them. then just use drawcombo to do it? maybe?

never attempted something like this, honestly...

EDIT:

worded it wrong.

assign the script in the "pickup" area. no while() needed, no loops. just a drawcombo, as far as i can tell.

Edited by Master Maniac, 11 July 2008 - 02:05 PM.


#6 Joe123

Joe123

    Retired

  • Members

Posted 11 July 2008 - 02:11 PM

Oh yeah, item pickup script.
Now that's a bit more plausable.

You'll have to excuse me, I've been scripting without using any items at all recently, so I'm not really thinking properly =P

Have it run over to the global script, and just trigger a little drawtile animation for 30 frames or whatever.
Sounds pretty easy, yeah.

#7 Master Maniac

Master Maniac

    Earth, Wind, Fire, and Water.

  • Members
  • Real Name:kris

Posted 11 July 2008 - 02:17 PM

not drawtile.... what if the sprite is animated?

you said it yourself... no animation is rubbish.

and if its not animated, then the conbo can just be... not animated icon_razz.gif

#8 Joe123

Joe123

    Retired

  • Members

Posted 11 July 2008 - 02:21 PM

Who says drawtile can't be animated?

CODE
for(int i=0;i<40;i++){
  Screen->DrawTile(layer,x,y,CSet,Tile+Floor(40/5),1,0,0,0,0,true,128);
}


That would produce a drawtile animation of 8 frames long, with an animation speed of 5.
I know the inputs are probably in the wrong order, I just made it up off the top of my head.

The 'Floor(40/5)' bit is what does it ;-)

And I might've said no animation is rubbish, but it wasn't in relation to this =P

#9 Master Maniac

Master Maniac

    Earth, Wind, Fire, and Water.

  • Members
  • Real Name:kris

Posted 11 July 2008 - 02:29 PM

true, true... that was link playing ocarina you were referring to icon_razz.gif

but it would be easier to set up the animation if it was a drawcombo. you wouldn't have to tell it how to animate or anything. then he wouldn't have to set up nearly as much icon_wink.gif

#10 Joe123

Joe123

    Retired

  • Members

Posted 11 July 2008 - 02:37 PM

Link playing the Ocarina?
What?

Why would it be easier to use drawcombo?
It took me about 30 seconds to write that bit of code.
Just because you can't do it doesn't mean it's not easy for other people...

I don't personally understand the purpose of DrawCombo, I've never used it.

#11 Master Maniac

Master Maniac

    Earth, Wind, Fire, and Water.

  • Members
  • Real Name:kris

Posted 11 July 2008 - 02:54 PM

yes, but when you use drawtile, you will have to have the user edit the animation frames and stuff. i personally think its more convenient to use drawcombo rather than set up animation frames for every item he can aquire.

never said i couldn't... i just mean its more convenient. i would rather save a line or 2 of code and use drawcombo for animating stuff rather than use a for() loop and drawtiles.

its just my preferance icon_razz.gif

#12 Joe123

Joe123

    Retired

  • Members

Posted 11 July 2008 - 02:57 PM

When you use drawcombo you have to user-edit the animation frames too, ZC hardly does it for you...

How many items are there possibly going to be?
Heart, Magic Container, Arrow and Bombs?
It's not that many...

And I like for loops.
So there.
They're very useful.

#13 Master Maniac

Master Maniac

    Earth, Wind, Fire, and Water.

  • Members
  • Real Name:kris

Posted 11 July 2008 - 03:18 PM

eh? if the combo's animated, you don't have to edit them...

and i still think drawcombo is better icon_razz.gif there you can get solidity and combotypes and cycling. w00t.

#14 Joe123

Joe123

    Retired

  • Members

Posted 11 July 2008 - 04:16 PM

You have to input the animation frames into the combo in the combo editor still...
It's not any harder (well, it's not for me anyway) writing it in the script than in the combo editor.
Maybe I should move on to a more powerful system...

Anyway, I've never used drawcombo so I can't say really.
Does it remain for one frame only, or until you leave the screen or what?

#15 Master Maniac

Master Maniac

    Earth, Wind, Fire, and Water.

  • Members
  • Real Name:kris

Posted 11 July 2008 - 04:23 PM

idk, i never tested it.

i would think it would remain. it would be kinda dumb if it disappeared after a frame...


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users