Cane of Byrna
#1
Posted 17 November 2010 - 10:27 AM
That weapons needs a lot of magic, even if I set the magic-need of the weapon to "1". That's, because the cane of Byrna needs 1 magic per tick (60 Magic per seconds). So I can use that weapon only for a few seconds.
Is there a way, to make the cane of byrna using the magic only one time (after pressing "A" or "B")? If not, is there a way, that the cane of byrna needs less magic, than 1 per tick?
#2
Posted 17 November 2010 - 10:36 AM
#3
Posted 17 November 2010 - 12:57 PM
The problem is, that I want the cane of byrna as a weapon in my quest, but when it takes the whole magicbar in a few seconds, it is useless for me.
(sorry for my bad english)
#4
Posted 17 November 2010 - 04:20 PM
This is only a rough start, but setting the Cane's Magic to 0 and then attaching this to it as a Use Item Script might solve your case.
{
void run(int MAmount)
{
Link->MP -= MAmount;
}
}
You want to set "D0" to the amount of Magic it'll cost. Remember, one Magic Container amounts to 32 units of Magic, in coding terms. If you want the Cane to use up, say, 3 Magic Containers, you'd simply multiply 32 by 3 and put "96" in the D0 slot.
However, I'm not sure that my script prevents the player from wasting his Magic by activating the Cane multiple times on one screen. Let me know how it works; if it has that bug, I'll see about installing an "already-activated" check. Hope this helps!
#5
Posted 18 November 2010 - 02:28 AM
The only bug is that Link also uses up magic, when he deactivates the cane of byrna. Could you install such a "allready-activated"-check please?
Or if it is possible (and not too complicated), something that the cane of byna cannot be deactivated? (only by going to another screen)
(sorry for my bad english)
#6
Posted 18 November 2010 - 07:38 AM
But then the player would lose the item. You could make something like a Byrna-Potion.
Just saying
#7
Posted 18 November 2010 - 07:57 AM
When you check the "remove item when used" box, then it would work exactly how Settra wants it. (Item would only deactivate when leaving screen; Only uses mana when activating)
But then the player would lose the item. You could make something like a Byrna-Potion.
Just saying
That's a great idea. I might actually use this in my own quest. It'll give us a bit more for consumable items as opposed to just potions. Maybe there are some other interesting items that might provide an interesting and more strategical respect if you only had one use of it... Hm...
#8
Posted 18 November 2010 - 10:48 AM
I wanted to use the cane of byrna, since I played your Quest, but in an other way, than you.
I don't want to use it as a potion. I want to use it instead of "Farores Wind. So I have another powerful magic-weapon instead of this useless teleport-item. That's the reason, why I want it to use magic only one time (as Din's Fire & Nayru's Love).
#9
Posted 18 November 2010 - 11:17 AM
#10
Posted 18 November 2010 - 12:25 PM
Despite their differences, it does seem odd to put two items with similar purposes in the same category.
Edited by MoscowModder, 18 November 2010 - 12:25 PM.
#11
Posted 18 November 2010 - 01:07 PM
Look at AlttP: There are three medals that have nearly the same effect.
To the script:
There is another problem:
If the magicbar is empty you can still activate and deactivate the cane of byrna.
#12
Posted 18 November 2010 - 06:45 PM
{
void run(int MAmount)
{
bool active = false;
if (Link->MP >= MAmount && active == false){
Link->MP -= MAmount;
active = true;
}
else if (active == true){
active = false;
}
}
}
See if this works. If it doesn't, let me know.
#13
Posted 18 November 2010 - 08:25 PM
#14
Posted 18 November 2010 - 08:42 PM
#15
Posted 19 November 2010 - 05:56 AM
I don't want to go on your nerves any more, so I think, I will use Avataros method.
(sorry for my bad english)
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