const int dayLength = 5; //Length of a day or night in minutes; const int I_NIGHT = 45; //An unused item ID, placed into Link's inventory or removed to change day/night const int dayDMAP0 = 0; //Daytime DMap #0 const int nightDMAP0 = 1; //Night DMap #0 const int dayDMAP1 = -1; //Daytime DMap #1 const int nightDMAP1 = -1; //Night DMap #1 const int dayDMAP24 = 24; //Daytime DMap #2 const int nightDMAP24 = 25; //Night DMap #2 const int dayDMAP25 = -25; //Daytime DMap #3 const int nightDMAP25 = -25; //Night DMap #3 global script DayNightOW {void changeNight(bool cycle) {if(cycle){ if(Link->Item[I_NIGHT])Link->Item[I_NIGHT]=false; else{Link->Item[I_NIGHT]=true;} }if(Game->GetCurScreen()!=128){ if(dayDMAP0>=0&&nightDMAP0>=0){ if(Game->GetCurDMap()==dayDMAP0 && Link->Item[I_NIGHT]){ Link->PitWarp(nightDMAP0, Game->GetCurScreen()); } else if(Game->GetCurDMap()==nightDMAP0 && !Link->Item[I_NIGHT]){ Link->PitWarp(dayDMAP0, Game->GetCurScreen()); } } if(dayDMAP1>=0&&nightDMAP1>=0){ if(Game->GetCurDMap()==dayDMAP1 && Link->Item[I_NIGHT]){ Link->PitWarp(nightDMAP1, Game->GetCurScreen()); } else if(Game->GetCurDMap()==nightDMAP1 && !Link->Item[I_NIGHT]){ Link->PitWarp(dayDMAP1, Game->GetCurScreen()); } } if(dayDMAP24>=24&&nightDMAP24>=24){ if(Game->GetCurDMap()==dayDMAP24 && Link->Item[I_NIGHT]){ Link->PitWarp(nightDMAP24, Game->GetCurScreen()); } else if(Game->GetCurDMap()==nightDMAP24 && !Link->Item[I_NIGHT]){ Link->PitWarp(dayDMAP24, Game->GetCurScreen()); } } if(dayDMAP25>=24&&nightDMAP25>=24){ if(Game->GetCurDMap()==dayDMAP25 && Link->Item[I_NIGHT]){ Link->PitWarp(nightDMAP25, Game->GetCurScreen()); } else if(Game->GetCurDMap()==nightDMAP25 && !Link->Item[I_NIGHT]){ Link->PitWarp(dayDMAP25, Game->GetCurScreen()); } }// You can copy this entire IF statement and change it to, say, dayDMAP2 and nightDMAP3 to create an // additional DMap to have a day/night cycle for. This can be done indefinitely. } } void run(){ int frame = 0; int min = 0; while(true){ bool cycle = false; if(min==dayLength){cycle=true;min=0;} changeNight(cycle); Waitdraw(); frame++; if(frame==3600){ frame=0; min++; } Waitframe(); } }
Custom PitWarp Animation/SFX
#16
Posted 12 December 2019 - 06:15 PM
#17
Posted 13 December 2019 - 04:35 AM
const int dayLength = 5; //Length of a day or night in minutes; const int I_NIGHT = 45; //An unused item ID, placed into Link's inventory or removed to change day/night const int dayDMAP0 = 0; //Daytime DMap #0 const int nightDMAP0 = 1; //Night DMap #0 const int dayDMAP1 = -1; //Daytime DMap #1 const int nightDMAP1 = -1; //Night DMap #1 const int dayDMAP24 = 24; //Daytime DMap #2 const int nightDMAP24 = 25; //Night DMap #2 const int dayDMAP25 = -25; //Daytime DMap #3 const int nightDMAP25 = -25; //Night DMap #3 global script DayNightOW {void changeNight(bool cycle) {if(cycle){ if(Link->Item[I_NIGHT])Link->Item[I_NIGHT]=false; else{Link->Item[I_NIGHT]=true;} }if(Game->GetCurScreen()!=128){ if(dayDMAP0>=0&&nightDMAP0>=0){ if(Game->GetCurDMap()==dayDMAP0 && Link->Item[I_NIGHT]){ Link->PitWarp(nightDMAP0, Game->GetCurScreen()); } else if(Game->GetCurDMap()==nightDMAP0 && !Link->Item[I_NIGHT]){ Link->PitWarp(dayDMAP0, Game->GetCurScreen()); } } if(dayDMAP1>=0&&nightDMAP1>=0){ if(Game->GetCurDMap()==dayDMAP1 && Link->Item[I_NIGHT]){ Link->PitWarp(nightDMAP1, Game->GetCurScreen()); } else if(Game->GetCurDMap()==nightDMAP1 && !Link->Item[I_NIGHT]){ Link->PitWarp(dayDMAP1, Game->GetCurScreen()); } } if(dayDMAP24>=24&&nightDMAP24>=24){ if(Game->GetCurDMap()==dayDMAP24 && Link->Item[I_NIGHT]){ Link->PitWarp(nightDMAP24, Game->GetCurScreen()); } else if(Game->GetCurDMap()==nightDMAP24 && !Link->Item[I_NIGHT]){ Link->PitWarp(dayDMAP24, Game->GetCurScreen()); } } if(dayDMAP25>=24&&nightDMAP25>=24){ if(Game->GetCurDMap()==dayDMAP25 && Link->Item[I_NIGHT]){ Link->PitWarp(nightDMAP25, Game->GetCurScreen()); } else if(Game->GetCurDMap()==nightDMAP25 && !Link->Item[I_NIGHT]){ Link->PitWarp(dayDMAP25, Game->GetCurScreen()); } }// You can copy this entire IF statement and change it to, say, dayDMAP2 and nightDMAP3 to create an // additional DMap to have a day/night cycle for. This can be done indefinitely. } } void run(){ int frame = 0; int min = 0; MooshPit_Init(); while(true){ MooshPit_Update(); bool cycle = false; if(min==dayLength){cycle=true;min=0;} changeNight(cycle); Waitdraw(); frame++; if(frame==3600){ frame=0; min++; } Waitframe(); } }
Here is the combined global script.
- Bagu likes this
#18
Posted 14 December 2019 - 03:14 PM
...sorry for late reply
I was very buisy yesterday.
I'm gonna try that, when I'm home again.
I'll give a short feedback after
#19
Posted 15 December 2019 - 11:24 AM
Thank you so much
...sorry for late reply
I was very buisy yesterday.
I'm gonna try that, when I'm home again.
I'll give a short feedback after
const int dayLength = 5; //Length of a day or night in minutes; const int I_NIGHT = 45; //An unused item ID, placed into Link's inventory or removed to change day/night const int dayDMAP0 = 0; //Daytime DMap #0 const int nightDMAP0 = 1; //Night DMap #0 const int dayDMAP1 = -1; //Daytime DMap #1 const int nightDMAP1 = -1; //Night DMap #1 const int dayDMAP24 = 24; //Daytime DMap #2 const int nightDMAP24 = 25; //Night DMap #2 const int dayDMAP25 = -25; //Daytime DMap #3 const int nightDMAP25 = -25; //Night DMap #3 global script DayNightOW {void changeNight(bool cycle) {if(cycle){ if(Link->Item[I_NIGHT])Link->Item[I_NIGHT]=false; else{Link->Item[I_NIGHT]=true;} }if(Game->GetCurScreen()!=128){ if(dayDMAP0>=0&&nightDMAP0>=0){ if(Game->GetCurDMap()==dayDMAP0 && Link->Item[I_NIGHT]){ Link->PitWarp(nightDMAP0, Game->GetCurScreen()); } else if(Game->GetCurDMap()==nightDMAP0 && !Link->Item[I_NIGHT]){ Link->PitWarp(dayDMAP0, Game->GetCurScreen()); } } if(dayDMAP1>=0&&nightDMAP1>=0){ if(Game->GetCurDMap()==dayDMAP1 && Link->Item[I_NIGHT]){ Link->PitWarp(nightDMAP1, Game->GetCurScreen()); } else if(Game->GetCurDMap()==nightDMAP1 && !Link->Item[I_NIGHT]){ Link->PitWarp(dayDMAP1, Game->GetCurScreen()); } } if(dayDMAP24>=24&&nightDMAP24>=24){ if(Game->GetCurDMap()==dayDMAP24 && Link->Item[I_NIGHT]){ Link->PitWarp(nightDMAP24, Game->GetCurScreen()); } else if(Game->GetCurDMap()==nightDMAP24 && !Link->Item[I_NIGHT]){ Link->PitWarp(dayDMAP24, Game->GetCurScreen()); } } if(dayDMAP25>=24&&nightDMAP25>=24){ if(Game->GetCurDMap()==dayDMAP25 && Link->Item[I_NIGHT]){ Link->PitWarp(nightDMAP25, Game->GetCurScreen()); } else if(Game->GetCurDMap()==nightDMAP25 && !Link->Item[I_NIGHT]){ Link->PitWarp(dayDMAP25, Game->GetCurScreen()); } }// You can copy this entire IF statement and change it to, say, dayDMAP2 and nightDMAP3 to create an // additional DMap to have a day/night cycle for. This can be done indefinitely. } } void run(){ int frame = 0; int min = 0; MooshPit_Init(); while(true){ MooshPit_Update(); bool cycle = false; if(min==dayLength){cycle=true;min=0;} changeNight(cycle); Waitdraw(); frame++; if(frame==3600){ frame=0; min++; } Waitframe(); } }Here is the combined global script.
The MooshPit still seems to do nothing.
Maybe I don't use it right way
#20
Posted 25 December 2019 - 04:16 AM
Oh GOD you're still using THAT SCRIPT? If you are using 2.55, you really really really REALLY should upgrade to the new Day/Night script, as that one is kinda bad...
Old:
https://www.purezc.n...=scripts&id=297
New;
https://www.purezc.n...=scripts&id=339
#21
Posted 25 December 2019 - 12:29 PM
Gonna try to modify it for my quest.
Maybe I'll need help to combine it with the Mooshpit (wich is succesfully compiled and I still hope, I learn how use it - still doesn't work)
I also added the global "flowing water" (on my own, yeah - First time)
Btw: The flowing water function works
...so, I still don't unterstand where's my mistake in usage of the Mooshpit Script
#22
Posted 28 December 2019 - 03:31 PM
Sounds more or less like my pit script. It was made for 2.53 but should work fine in 2.55. You can set a screen flag and it'll warp you using Side Warp A when you fall in a pit.
I got it, I got it
I FINALLY GOT IT!!!!
...had some little problems to use it right, at first.
But now I figured out my mistakes!
This script made a stupid, little non scripter VERY HAPPY!
THANK YOU, MOOSH
Party on!
Bagu
- Moosh likes this
Also tagged with one or more of these keywords: FFC Script, Delay Warp, Play SFX, init Link Falls From Ceiling
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