I need a script of this, like Ocarina of Time.
Walkable but not cuttable tall grass
Started by
Jared
, Jan 12 2011 12:23 PM
5 replies to this topic
#1
Posted 12 January 2011 - 12:23 PM
#2
Posted 29 July 2011 - 11:24 AM
All you need to do is just chage the combos on the tall grass from "tall grass" to "(none)"
#3
Posted 29 July 2011 - 11:26 AM
He wants it so the Tall grass combos still appear on Link. But making it so you cannot slash them witch is impossible without scripting.
#4
Posted 06 August 2011 - 05:48 PM
You can set the combo to Tall Grass->Next, then put another tile just like it next to it. Set this second combo's A.Speed to 1, and have it cycle back to the first tile.
The only problem with this method is that you could stand there and swing at the grass all day and get rupees almost every time. You can change the Drop Sets for 'Tall Grass Combos' to nothing, so it won't drop anything when you cut it.
The result- tall grass that stays tall grass when you cut it, that doesn't give any items.
The only problem with this method is that you could stand there and swing at the grass all day and get rupees almost every time. You can change the Drop Sets for 'Tall Grass Combos' to nothing, so it won't drop anything when you cut it.
The result- tall grass that stays tall grass when you cut it, that doesn't give any items.
#5
Posted 06 August 2011 - 06:06 PM
If you don't use shallow water anywhere, you can use shallow water combos and replace the splash sound effect with a tall grass rustling one.
#6
Posted 06 August 2011 - 11:32 PM
You can set the combo to Tall Grass->Next, then put another tile just like it next to it. Set this second combo's A.Speed to 1, and have it cycle back to the first tile.
Alternatively, make the undercombo the same as the grass combo.
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