Here is two zscripts I like someone with experience to try out. One is turning enemies into ice with a ice wand and the other is for selecting multiple screens for Link to move around on like in A Link to the Past.
If these work, it would actually be pretty neat.
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```zscript #include "std.zh" // Include standard ZScript library const int ICE_DURATION = 60; // Duration in frames for the enemy to be frozen int iceTimer = 0; // Timer to keep track of the remaining time for the enemy to be frozen script void onGameStart() { // This script is executed when the game starts // Add your custom code here } script void onEnemyDefeated() { // This script is executed when an enemy is defeated // Add your custom code here } script void onWeaponUse() { // This script is executed when the player uses the custom weapon // Add your custom code here // Check if the player is facing an enemy if (game.player.direction == direction_up && game.enemy.up) { // Freeze the enemy by setting the ice timer iceTimer = ICE_DURATION; // Add your custom code here to handle the frozen enemy // Optional: Play a sound effect or animation to indicate the freezing effect } else if (game.player.direction == direction_down && game.enemy.down) { iceTimer = ICE_DURATION; } else if (game.player.direction == direction_left && game.enemy.left) { iceTimer = ICE_DURATION; } else if (game.player.direction == direction_right && game.enemy.right) { iceTimer = ICE_DURATION; } } // Add more custom scripts as per your requirements // Entry point for the script void main() { // Main game loop while (true) { // Check for game events and execute corresponding scripts if (game.start) { onGameStart(); } if (game.enemy.defeated) { onEnemyDefeated(); } // Check if the ice timer is active if (iceTimer > 0) { // Decrease the ice timer iceTimer--; // Add your custom code here to handle the frozen enemy // Check if the ice timer has expired if (iceTimer == 0) { // Add your custom code here to handle the unfrozen enemy // Optional: Play a sound effect or animation to indicate the thawing effect } } // Add more event checks and script executions as per your requirements // Delay between each iteration of the game loop waitFrame(); } } ```
Please note that this is a basic template to help you get started. You'll need to further customize and expand this code based on your specific weapon and enemy behavior requirements. Additionally, this code assumes that you have already set up the enemy sprites and player sprites in ZQuest.
Remember to refer to the official documentation, tutorials, and community resources for more advanced concepts and techniques in ZScript. Good luck with your custom weapon in Zelda Classic!
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```zscript #include "std.zh" // Include standard ZScript library const int SCREEN_WIDTH = 256; // Width of a single screen const int SCREEN_HEIGHT = 176; // Height of a single screen const int MOVE_SPEED = 2; // Speed at which Link moves int currentScreenX = 0; // Current X-coordinate of the screen int currentScreenY = 0; // Current Y-coordinate of the screen int playerX = 0; // Current X-coordinate of Link int playerY = 0; // Current Y-coordinate of Link int playerDirection = direction_down; // Current direction Link is facing void moveLink(int dx, int dy) { // Calculate the new position for Link int newX = playerX + dx; int newY = playerY + dy; // Check if the new position is within the screen bounds if (newX >= 0 && newX < SCREEN_WIDTH && newY >= 0 && newY < SCREEN_HEIGHT) { // Update Link's position playerX = newX; playerY = newY; // Update the screen position if needed if (playerX < 0) { playerX = SCREEN_WIDTH - 1; currentScreenX--; } else if (playerX >= SCREEN_WIDTH) { playerX = 0; currentScreenX++; } if (playerY < 0) { playerY = SCREEN_HEIGHT - 1; currentScreenY--; } else if (playerY >= SCREEN_HEIGHT) { playerY = 0; currentScreenY++; } } } script void onGameStart() { // This script is executed when the game starts // Add your custom code here } script void onKeyPress(int key) { // This script is executed when a key is pressed // Add your custom code here // Move Link based on the pressed key if (key == key_up) { moveLink(0, -MOVE_SPEED); playerDirection = direction_up; } else if (key == key_down) { moveLink(0, MOVE_SPEED); playerDirection = direction_down; } else if (key == key_left) { moveLink(-MOVE_SPEED, 0); playerDirection = direction_left; } else if (key == key_right) { moveLink(MOVE_SPEED, 0); playerDirection = direction_right; } } // Add more custom scripts as per your requirements // Entry point for the script void main() { // Main game loop while (true) { // Check for game events and execute corresponding scripts if (game.start) { onGameStart(); } // Update the game screen based on the current position game.screen.x = currentScreenX; game.screen.y = currentScreenY; // Update Link's position and direction game.player.x = playerX; game.player.y = playerY; game.player.direction = playerDirection; // Add more event checks and script executions as per your requirements // Delay between each iteration of the game loop waitFrame(); } } ```
Please note that this is a basic template to help you get started. You'll need to further customize and expand this code based on your specific quest requirements. Additionally, this code assumes that you have already set up the screens and player sprites in ZQuest.
Remember to refer to the official documentation, tutorials, and community resources for more advanced concepts and techniques in ZScript. Good luck with your custom quest in Zelda Classic!