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Height -> combo not solid/Multipurpose jump button


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#1 Alestance

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Posted 17 May 2008 - 02:13 PM

I'm in need of a script that if you're above a certain height, a combo which an FFC is above would become walkable, and when you land, it would be solid again. I think it'd be simple to script.

Second I want my L button to be a Jump Button on both overhead AND sidescrolling environments. This, I believe, could also be Achieved. I also want to be able to change the height of the jump twice with which two items gained that would allow you to jump higher.

#2 Joe123

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Posted 17 May 2008 - 02:22 PM

So you're scriping holes that you can jump over with the Roc's Feather, right?

What happens when you jump onto them?


The other part would be quite easy, but I'm not quite sure how the system would check to see whether you're in a side-scrolling or a top-down environment.

#3 Alestance

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Posted 17 May 2008 - 02:37 PM

not holes, but height variations. Kind of like Beefster's cliff script in reverse.

As for what happens? hmm... not sure. perhaps make him roll back down, if possible.

#4 Joe123

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Posted 17 May 2008 - 02:38 PM

Ah!

I get you!
That's quite a nice idea actually.

Which way is down though?
Are you going to only have them on the front of mountains, or on the sides and backs aswell?

#5 Gleeok

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Posted 17 May 2008 - 02:41 PM

QUOTE(Joe123 @ May 17 2008, 12:22 PM) View Post

So you're scriping holes that you can jump over with the Roc's Feather, right?

What happens when you jump onto them?



You can walk on them I'm guessing. I dunno. Maybe you can keep Link->Z or jump a certain number untill you are away from the ffc. I'm really no good with Z to be honest.

edit: well "pushing Link off" a square is easy enough at least.

Edited by Gleeok, 17 May 2008 - 02:44 PM.


#6 Joe123

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Posted 17 May 2008 - 03:00 PM

QUOTE
well "pushing Link off" a square is easy enough at least.

How so?

#7 Alestance

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Posted 17 May 2008 - 03:10 PM

conveyer, possibly

#8 Joe123

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Posted 17 May 2008 - 03:12 PM

QUOTE

Which way is down though?
Are you going to only have them on the front of mountains, or on the sides and backs aswell?


#9 Alestance

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Posted 17 May 2008 - 03:19 PM

Down is different in different conditions, but its always either 16 pixels, 32 pixels, or 48 pixels away from the solid combo you land on.

#10 Joe123

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Posted 17 May 2008 - 04:38 PM

Ok, I'll see what I can do.

#11 Gleeok

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Posted 17 May 2008 - 04:38 PM

QUOTE(Joe123 @ May 17 2008, 01:00 PM) View Post

How so?


if(Link->Z==0 && this_ffc_is_horiz && !sideview && this_tilewidth==16 && (Abs(y,y)<16 && Abs(x,x)<16)){ if((lx-tx)<=8 && lx-tx)Link->X-=2; Link->InputA/B = false; etc...


...or It would be simpler if you keep an array of ffc->Data ahead of time, to limit the damned else if's. ...Heck there's probably a much easier way, but even so you could just get get one dir working then copy paste the code at least.

#12 Joe123

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Posted 17 May 2008 - 04:40 PM

You can't just put '&& !sideview' ¬_¬

#13 Gleeok

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Posted 17 May 2008 - 04:45 PM

QUOTE(Joe123 @ May 17 2008, 02:40 PM) View Post

You can't just put '&& !sideview' ¬_¬


It's psuedo code you numskull. icon_lol.gif

You could track this with ffc->Data like I mentioned, or a D[] variable. Or whatever.

Edited by Gleeok, 17 May 2008 - 04:46 PM.


#14 Joe123

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Posted 17 May 2008 - 04:49 PM

I knowww it is =P

Do you know of a way of checking whether Link is in sideview or not though?
Cause I can't think of one at all.

#15 Gleeok

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Posted 17 May 2008 - 04:53 PM

Yeah, of course I do.

You simply make a script for top-down, then make a sideview version of the same script. icon_razz.gif


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