Just wondering if this script exists (not making a request).
A script that lets Link face different directions and use items while rafting on raft paths.
Posted 20 December 2017 - 06:18 PM
Just wondering if this script exists (not making a request).
A script that lets Link face different directions and use items while rafting on raft paths.
Posted 20 December 2017 - 07:34 PM
You probably want to use that https://www.purezc.n...=scripts&id=137
Posted 21 December 2017 - 05:15 AM
Posted 21 December 2017 - 07:49 AM
wow, sounds like too much work. thanks for the info
Posted 22 December 2017 - 12:25 PM
Aye, it is. Link can have only one action at a time. Rafting is an action, and attacking is an action. You can see why that would be a problem, if you want to do both simultaneously.wow, sounds like too much work. thanks for the info
Posted 22 December 2017 - 11:38 PM
Zoria, when you say "hack a fake item script into a global script" what exactly does that mean? Is it to say, use ZScript in a way not intended normally, and make it think it is doing something else? I'm just curious, cause I've heard of these instances where people have to "hack" ZScript.
Posted 23 December 2017 - 05:37 AM
Zoria, when you say "hack a fake item script into a global script" what exactly does that mean? Is it to say, use ZScript in a way not intended normally, and make it think it is doing something else? I'm just curious, cause I've heard of these instances where people have to "hack" ZScript.
int rafting_item; global script a { void run() { lweapon waterwpn[2]; while(1) { if ( Link->Action == LA_RAFTING ) { rafting_item = GetEquipmentB(); if ( Link->PressB ) //B items { if ( rafting_item == I_ARROW ) { if ( Game->Counter[CR_ARROWS] > 0 ) { waterwpn[0] = Screen->CreateLWeapon(LW_ARROW); waterwpn[0]->UseSprite(SPR_ARROW); waterwpn[0]->Damage = 2; } } else if ( rafting_item == I_BOOMERANG ) { waterwpn[0] = Screen->CreateLWeapon(LW_BRANG); waterwpn[0]->UseSprite(SPR_BRANG); waterwpn[0]->Damage = 0; } else if ( rafting_item == I_WAND ) { if ( Game->Counter[CR_MAGIC] > 0 ) { Game->Counter[CR_MAGIC] -= 8; waterwpn[0] = Screen->CreateLWeapon(LW_MAGIC); waterwpn[0]->UseSprite(SPR_MAGIC); waterwpn[0]->Damage = 4; } } else //non-handled items. { waterwpn[0] = Screen->CreateLWeapon(LW_SPARKLE); waterwpn[0]->HitXOffset = -32768; waterwpn[0]->DrawXOffset = -32768; } if ( waterwpn[0]->isValid() ) { waterwpn[0]->X = Link->X; waterwpn[0]->Y = Link->Y; if ( Link->InputUp ) { waterwpn[0]->Dir = DIR_UP; //also adjust the wpn position based on its type and sprite. if ( Link->InputRight ) //diagonal inputs handling { if ( Link->Dir == DIR_RIGHT ) { waterwpn[0]->Dir = DIR_RIGHT; //also adjust the wpn position based on its type and sprite. } } if ( Link->InputLeft ) { if ( Link->Dir == DIR_LEFT ) { waterwpn[0]->Dir = DIR_LEFT; //also adjust the wpn position based on its type and sprite. } } } if ( Link->InputDown ) { waterwpn[0]->Dir = DIR_DOWN; //also adjust the wpn position based on its type and sprite. if ( Link->InputRight ) //diagonal inputs handling { if ( Link->Dir == DIR_RIGHT ) { waterwpn[0]->Dir = DIR_RIGHT; //also adjust the wpn position based on its type and sprite. } } if ( Link->InputLeft ) { if ( Link->Dir == DIR_LEFT ) { waterwpn[0]->Dir = DIR_LEFT; //also adjust the wpn position based on its type and sprite. } } } if ( Link->InputLeft ) { waterwpn[0]->Dir = DIR_LEFT; //also adjust the wpn position based on its type and sprite. } if ( Link->InputRight ) { waterwpn[0]->Dir = DIR_RIGHT; //also adjust the wpn position based on its type and sprite. } } } if ( Link->PressA ) { //major hack alert! //script a sword slash here: //waterwpn[1] = Screen->CreateLWeapon(LW_BEAM); ;//Because we cannopt create swords. } } Waitdraw(); Waitframe(); } } }
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