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#1 Chakaa

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Posted 28 August 2011 - 11:13 PM

I'm adding the mirror shield to my quest, and I would like it to have some purpose other than looks. Can someone make me a script for a flamethrower (similar to the one that prevents Link from getting to the last dungeon of Link's Awakening) than you can't get past unless you have the mirror shield.

#2 Mero

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Posted 29 August 2011 - 08:18 AM

QUOTE(FefeRawft @ Aug 28 2011, 10:13 PM) View Post

I'm adding the mirror shield to my quest, and I would like it to have some purpose other than looks. Can someone make me a script for a flamethrower (similar to the one that prevents Link from getting to the last dungeon of Link's Awakening) than you can't get past unless you have the mirror shield.


Just use a fire shooter enemy. icon_biggrin.gif

#3 Chakaa

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Posted 29 August 2011 - 12:00 PM

Do they constantly shoot fire? And how would I determine which direction it was facing? I've never used a fire shooter enemy before, I had no idea they existed until you mentioned them.

#4 Mero

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Posted 29 August 2011 - 05:32 PM

No it isn't constant. But this is. icon_wink.gif

CODE
ffc script Flamethrower{
    void run(int dir, int speed, int damage, int sprite, int sound, int rate){
        while(true){
            eweapon e = CreateEWeaponAt(EW_FIRE, this->X, this->Y);
            e->Dir = dir;
            e->Step = speed;
            e->Damage = damage;
            e->UseSprite(sprite);
            Game->PlaySound(sound);
            Waitframes(rate);
        }
    }
}

Edited by blackbishop89, 29 August 2011 - 05:33 PM.


#5 Chakaa

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Posted 29 August 2011 - 05:42 PM

And this will act like the one in Link's Awakening? Also, how do I set it up? I'm a huge n00b when it comes to scripting.

#6 Cukeman

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Posted 29 August 2011 - 07:21 PM

If you are trying to recreate the passage in LA, won't you take damage when you turn to the side?
I don't think Link can shield-strafe in ZC (as far as I know).

Edited by Cukeman, 29 August 2011 - 07:21 PM.


#7 Chakaa

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Posted 29 August 2011 - 07:23 PM

Didn't think of that, maybe the fire isn't constant, so Link has a second to step aside, but it's fast enough that he can't walk past between firings.

#8 Mero

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Posted 29 August 2011 - 07:32 PM

Place the ffc where you want the flames to originate. And set arguments like so. D0 = direction use the direction constants from std.zh. D1 = speed. 100 is the default speed of fire (barring if it's a breath weapon in which case it's 200) It'll decrease by 1 once a frame. D2 = damage in quarter hearts D3 = the sprite to use. Default is 35. D4 = Sound is probably going to be the default of 13. And lastly D5 is the number of frames inbetween shots. And Cukeman's right you'll take damage when you turn to side.

@Cukeman I thought about that as I was writing the script and the possible option would be to make it so the flames simply ignore Link. "have collision off" if he has a certain Item in his inventory. It'll look silly though.

Edited by blackbishop89, 29 August 2011 - 07:32 PM.


#9 Cukeman

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Posted 29 August 2011 - 07:34 PM

Or (this is always my type of solution, lol) you could use direct warps near the enemy to
switch to a screen where the fire is just an animation, not a weapon.

EDIT: If Link is doing a sword charge is his shield de-activated?

Edited by Cukeman, 29 August 2011 - 07:35 PM.


#10 Chakaa

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Posted 29 August 2011 - 07:36 PM

If Link has to take a little damage when he turns, then I guess the player will just have to dealt with it. I'd much rather have a legitimate use for the mirror shield than not have one.

QUOTE(blackbishop89 @ Aug 29 2011, 08:32 PM) View Post

@Cukeman I thought about that as I was writing the script and the possible option would be to make it so the flames simply ignore Link. "have collision off" if he has a certain Item in his inventory. It'll look silly though.


I got it, Link get's a mirror vest that deflects from all sides icon_deformed.gif


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