Question concerning tall grass...
#1
Posted 04 January 2008 - 11:05 PM
Thanks in advance, my dungeons will appreciate it
#2
Posted 04 January 2008 - 11:09 PM
Edited by Plissken, 04 January 2008 - 11:09 PM.
#3
Posted 04 January 2008 - 11:18 PM
Thanks!
#4
Posted 05 January 2008 - 07:52 AM
I am wondering if anyone knows of a way to make the tall grass combo uncuttable, while maintaining the walkover animation. Either that, or a way to make tall grass not drop hearts and whatnot when cut.
Thanks in advance, my dungeons will appreciate it
You could use Shallow Water combos, and change the tile for the little thing that it puts over Link.
Should accomplish pretty much the same thing.
Wouldn't be hard to script if you wanted though.
#5
Posted 05 January 2008 - 12:18 PM
I suppose I could script it, but I've never scripted before, and being so close to completion, I think learning to script at this point for such a small detail is a matter of "too little, too late"... But thank you for the idea, perhaps if I make another quest i'll consider it.
#6
Posted 05 January 2008 - 12:32 PM
void run(int grasstile, int cmb){
if(cmb == 0){cmb = 35;}
while(true){
if(Screen->ComboT[ComboAt(Link->X+8,Link->Y+8) == cmb){
this->Data = grasstile;
this->X = Link->X;
this->Y = Link->Y;
}else{this->Data = ??;}// replace the '??' here with a transparent combo that is NOT COMBO 0
Waitframe();
}
}
You need to do the noted line (// denotes a noted line), and D0 of the script is the combo for the tile you want to appear over Link if he is standing on a Left Statue combo (this is default, if you enter a new number into D1, that will be the combo that becomes unslashable tall grass).
There you go, if you want it.
#7
Posted 05 January 2008 - 12:43 PM
I think I understand what your telling me to do... let me go fiddle with it and see if I can't figure this out...
#8
Posted 05 January 2008 - 12:52 PM
#9
Posted 05 January 2008 - 01:14 PM
I've been looking for a tutorial (and been getting distracted doing so), but I havent found one yet.
Care to enlighten?
#11
Posted 05 January 2008 - 01:58 PM
Plunking through the errors i end up with:
Pass 4: Type-Checking/Completing function symbol Tables/constant folding
Tmp, line 6: error T28 That pointer type does not hace a function comboT
I have a feeling this is what joe was telling me about, but i can't make a correlation between what he said and what's wrong... (whats that D0/D1 refering to in the code?)
#12
Posted 05 January 2008 - 02:12 PM
void run(int grasstile, int cmb){
if(cmb == 0){cmb = 35;}
while(true){
if(Screen->ComboT[ComboAt(Link->X+8,Link->Y+8)] == cmb){
this->Data = grasstile;
this->X = Link->X;
this->Y = Link->Y;
}else{this->Data = ??;}// replace the '??' here with a transparent combo that is NOT COMBO 0
Waitframe();
}
}
Sorry, error on my part, missed out a square bracket.
Try using that one, should work fine.
Make sure to have import "std.zh" at the top of the script though, otherwise it won't work.
D0 and D1 are ffc specific arguments in the ffc that you attach the script to.
Click on the arguments tab and just put the numbers into the relevant boxes.
#13
Posted 05 January 2008 - 03:11 PM
When I place the ffc, the moment i get onto the screen, it shows for a brief second then dissappears...
Any idea whats wrong?
#14
Posted 05 January 2008 - 03:42 PM
edit: you'll also need to change the ripple animation under quest > graphics > sprites > weapons > MISC: ripples.
Edited by Akkabus, 05 January 2008 - 03:48 PM.
#15
Posted 05 January 2008 - 06:46 PM
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