Flame thrower
Started by
Avaro
, Aug 28 2011 07:28 AM
8 replies to this topic
#1
Posted 28 August 2011 - 07:28 AM
I need a ffc script that shoots many fireballs at link. These fireball should use the flame sprite (sprite 12) and the flame sound effect (sfx 13). This ffc ONLY shoots those fireballs if it's combo has the script 2 inherent flag or a script combo type, if that's easier. Remember, it shoots many fireballs without a break, like a flame thrower.
#2
Posted 28 August 2011 - 11:07 AM
I assume you want a global script but would it work for you to use a FFC instead of flags? I have a flamethrower script I could tweak to work with a ffc instead of an enemy. But It'll be a from scratch thing if I do it as a global provided I decide to do it.
#3
Posted 28 August 2011 - 11:22 AM
He's saying that he wants an FFC script, not a global.
The idea is as follows, as far as I can tell:
You attach the script to the FFC. The FFC will then shoot flames at Link if it has a script 2 inherent combo flag or a script 1-5 combo type. Otherwise, it will do nothing.
I'd be willing to take a shot at this if you don't want to, but it's up to you.
The idea is as follows, as far as I can tell:
You attach the script to the FFC. The FFC will then shoot flames at Link if it has a script 2 inherent combo flag or a script 1-5 combo type. Otherwise, it will do nothing.
I'd be willing to take a shot at this if you don't want to, but it's up to you.
#4
Posted 28 August 2011 - 12:46 PM
My mistake on the assumption you wanted a global script. When I think flags I automatically assume a global script is required. Now the problem is that there's no way to check the inherited flag of a ffc. But if you tell me more information on why it needs a inherited flag may'be something else would work.
EDIT: Edit just thought of something but if the ffc's motionless you could check the flag of the combo underneath it, would that work?
EDIT: Edit just thought of something but if the ffc's motionless you could check the flag of the combo underneath it, would that work?
Edited by blackbishop89, 28 August 2011 - 12:48 PM.
#5
Posted 28 August 2011 - 12:54 PM
You could use Screen->ComboD[] to set down the FFC's combo somewhere on the screen, check its inherent flag with Screen->ComboI[], and then change it back to whatever it was before. I'm not entirely sure if setting ComboD modifies ComboI, but it seems at least moderately likely.
Edited by Isdrakthül, 28 August 2011 - 12:56 PM.
#6
Posted 28 August 2011 - 03:57 PM
It is not motionless. I'm using changers too, and these changers make a path for the ffc and I'm using the changer flags "increase combo id" and "decrease combo id". The idea is that I can define where the ffc is on and where it's off. That's also the reason why an normal flag won't work
#7
Posted 28 August 2011 - 04:26 PM
How many changers?
#9
Posted 18 July 2022 - 11:15 PM
So was this script published somewhere?
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