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Boss Name Text?


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#1 DietWater

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Posted 06 February 2021 - 12:24 PM

I see in some ZC Games that the bosses have text displaying there name once you get into the room, I tried this but when I beat the boss, no doors opened the heart container didn't fall from the ceiling. So I was wondering how you can fix this. I'd also prefer if no scripts are involved. Thanks  :D  :D  :D


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#2 Jamian

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Posted 06 February 2021 - 12:51 PM

Most likely, the doors not opening and the heart container not dropping happened because you had to add a "Guy" to get the string to display. For some reason, Guys count as enemies, so ZC will think there's still an enemy in the room.

 

I know you asked for no scripts, but the easiest, non-janky way to do this is probably to use a script, such as:

screendata script BossIntro{
	void run(int str){
		Waitframes(5);
		if (Screen->NumNPCs() == 0)
			Quit();
		Screen->Message(str);		
	}
}

Add this as a screendata script and have the first argument be the number of the string you want to display.


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#3 Mani Kanina

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Posted 06 February 2021 - 02:02 PM

Most old quests would warp you to a completely different screen (that looks identical to the first one) after you have seen the string.
You can achieve this with warp tiles on the floor in the first room or a timed warp (depending on your quest rule).

These days a scripted solution is cleaner, but this should still work just fine. Good luck.


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#4 NoeL

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Posted 06 February 2021 - 04:48 PM

Alternatively, just have the boss screen on a different dmap. Dmaps can be given "intro text" that shows up when you first enter them. This was a pretty common way to have boss music too, back before you could change music on an individual screen and could only set one track for the entire dmap.

EDIT: And if it wasn't clear, have the screen you enter from side warp you to the boss dmap.

Edited by NoeL, 06 February 2021 - 04:49 PM.

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#5 DietWater

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Posted 20 February 2021 - 07:03 PM

Most likely, the doors not opening and the heart container not dropping happened because you had to add a "Guy" to get the string to display. For some reason, Guys count as enemies, so ZC will think there's still an enemy in the room.

 

I know you asked for no scripts, but the easiest, non-janky way to do this is probably to use a script, such as:

screendata script BossIntro{
	void run(int str){
		Waitframes(5);
		if (Screen->NumNPCs() == 0)
			Quit();
		Screen->Message(str);		
	}
}

Add this as a screendata script and have the first argument be the number of the string you want to display.

Your Script is giving me a syntax error. Is it because I'm on 2.53?

https://ibb.co/kygsWXN<--- Screenshot of the Error


Edited by DietWater, 20 February 2021 - 07:04 PM.


#6 Russ

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Posted 20 February 2021 - 09:05 PM

Yeah, that script will only work in 2.55. It's trivial to convert it to a 2.53 script though.

ffc script BossIntro{
	void run(int str){
		Waitframes(5);
		if (Screen->NumNPCs() == 0)
			Quit();
		Screen->Message(str);		
	}
}
Pick an FFC on the screen, set it to have this script, give it any combo that's not combo 0 (an invisible combo ideally), and set D0 to the string number.

#7 DietWater

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Posted 20 February 2021 - 10:26 PM

It works, thank you!




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