I need a simple script that extends weapons. Whether they're Link weapons or enemy weapons, I would appreciate it if I could get scripts for both.
Extending weapons
Started by
XMSB
, Sep 13 2010 07:15 PM
4 replies to this topic
#1
Posted 13 September 2010 - 07:15 PM
#2
Posted 22 September 2010 - 09:32 PM
Sorry to bump this, but the primary reason I'm requesting this is because in this test quest file, I have a walking enemy that shoots a rock and happens to use the Extend Enemy FFC script.
#3
Posted 05 October 2010 - 02:21 PM
Do you mean you just want to make the weapons bigger?
Global scripts don't take arguments, so you'll have to fill in the types to extend.
All right?
CODE
ffc script BigEWeapons
{
void run(int type)
{
eweapon wpn;
while(true)
{
for(int i=Screen->NumEWeapons(); i>0; i--)
{
wpn=Screen->LoadEWeapon(i);
if(wpn->Extend==3 || (type>0 && wpn->ID!=type))
continue;
wpn->Extend=3;
wpn->TileWidth=2;
wpn->TileHeight=2;
wpn->HitWidth=32;
wpn->HitHeight=32;
}
Waitframe();
}
}
}
{
void run(int type)
{
eweapon wpn;
while(true)
{
for(int i=Screen->NumEWeapons(); i>0; i--)
{
wpn=Screen->LoadEWeapon(i);
if(wpn->Extend==3 || (type>0 && wpn->ID!=type))
continue;
wpn->Extend=3;
wpn->TileWidth=2;
wpn->TileHeight=2;
wpn->HitWidth=32;
wpn->HitHeight=32;
}
Waitframe();
}
}
}
Global scripts don't take arguments, so you'll have to fill in the types to extend.
CODE
global script BigLWeapons
{
void run()
{
lweapon wpn;
while(true)
{
for(int i=Screen->NumLWeapons(); i>0; i--)
{
wpn=Screen->LoadLWeapon(i);
if(wpn->Extend==3 || !isBigType(wpn))
continue;
wpn->Extend=3;
wpn->TileWidth=2;
wpn->TileHeight=2;
wpn->HitWidth=32;
wpn->HitHeight=32;
}
Waitframe();
}
}
bool isBigType(lweapon wpn)
{
// Example: make LW_BRANG and LW_FIRE big
if(wpn->ID==LW_BRANG)
return true;
if(wpn->ID==LW_FIRE)
return true;
return false;
}
}
{
void run()
{
lweapon wpn;
while(true)
{
for(int i=Screen->NumLWeapons(); i>0; i--)
{
wpn=Screen->LoadLWeapon(i);
if(wpn->Extend==3 || !isBigType(wpn))
continue;
wpn->Extend=3;
wpn->TileWidth=2;
wpn->TileHeight=2;
wpn->HitWidth=32;
wpn->HitHeight=32;
}
Waitframe();
}
}
bool isBigType(lweapon wpn)
{
// Example: make LW_BRANG and LW_FIRE big
if(wpn->ID==LW_BRANG)
return true;
if(wpn->ID==LW_FIRE)
return true;
return false;
}
}
All right?
#4
Posted 05 October 2010 - 03:48 PM
O_o I thought there wasn't any hard coded stuff to extend weapons like that?
Maybe I just didn't look well enough at Zscript.txt. D:
Maybe I just didn't look well enough at Zscript.txt. D:
#5
Posted 05 October 2010 - 04:42 PM
For the big EWeapons script, what are the arguments? And how do they work?
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