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Subscreen Script - "A" Button = Swords ONLY


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#1 Bagu

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Posted 24 December 2019 - 08:38 PM

It's me again.
Still struggling with some scripts, while others work great.
Pretty sure this it's because my personal mistakes.

But there are still many ideas, in my head.
What I need now, is a Script for 2.55 alpha, to put it in the subscreen slot of Dmaps.
I it's possible, it should work like this:
If the selector is on a current Item, wich is not Type "Sword", pressing "A" Button fails.
But if the selector IS actually on a current sword Type item, pressing "B" Button fails.
Also it should always set the "A" to a Sword Type.

If this isn't possible by checking types, it could perhaps work by checking position.

It's a very important script, for the quest, I try to make. Because in the end you have to switch between 4 different swords.
The Mastersword and 3 alternate versions of it, depending on the 3 Triforce.

Din's Sword (for which I use the flaresword script - I still would love to extend it, to enable it to break shields)

Farore's Sword (which can beam, even with one single heart)

Nayru's Sword (For this sword, I'm looking for a script that enables to use hurricane spin, without magic costs)

Edited by Bagu, 24 December 2019 - 08:54 PM.


#2 Emily

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Posted 25 December 2019 - 04:22 AM

There are no scripts which can run on the engine subscreen. If you want to do something like this, it means creating a SCRIPTED SUBSCREEN, which means designing the entire subscreen from scratch as a script. That's.... well, a lot of work, and considering how specific it is to the quest that you're making it for, it isn't really something that you can easily get help on, you'd need to either do it yourself, or have a couple people willing to work VERY closely with you to get it done.



#3 Jamian

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Posted 25 December 2019 - 05:21 AM

Like Venrob says, this implies creating a custom subscreen.

 

Here's an idea that might work for you if you're willing to handle this differently: 

Use the regular control scheme (you can select the B item only) and the regular subscreen, but allow the player to swap swords on the game screen by pushing buttons (like L/R, or the Ex buttons if you want to keep the L/R buttons to browse through the B items). This still requires a script, but a less ambitious one than a fully custom subscreen.


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#4 Timelord

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Posted 25 December 2019 - 07:56 AM

I could adapt my existing script to do this, but you would need to configure it manually.


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#5 Bagu

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Posted 25 December 2019 - 10:45 AM

Thanks Zoria, this would be fantastic.
I will probably need some tipps and help, but I will defenitly try to modify configurations.

#6 Bagu

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Posted 25 December 2019 - 11:32 AM

If you need more details of my current subscreen, I gonna send you any info you want

#7 Bagu

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Posted 27 December 2019 - 01:16 PM

Hallo, Zoria

I don't wann to annoy you.
You are very buisy helping and answering all these requests.

But I just can't wait to try your subscreen.
Hope I can make the right modifications, to use it.

My current subscreen is Z3esque based, but I already edited I it.

I could send you the properties of all my Subscreen Objects (ActivTriforce/ActivDungeonMap) if it would be helpful for you.

Thank you very much.
And please don't get me wrong.
Really don't wanna annoy you.
I just very excited to see if it's gonna work.

I'm totally stunned of all what's possible by good scripting and programming.

Edited by Bagu, 27 December 2019 - 01:19 PM.


#8 Bagu

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Posted 06 January 2020 - 06:45 PM

Like Venrob says, this implies creating a custom subscreen.

 

Here's an idea that might work for you if you're willing to handle this differently: 

Use the regular control scheme (you can select the B item only) and the regular subscreen, but allow the player to swap swords on the game screen by pushing buttons (like L/R, or the Ex buttons if you want to keep the L/R buttons to browse through the B items). This still requires a script, but a less ambitious one than a fully custom subscreen.

Where could I find a script like this?
...to swap swords with L/R"

That sounds like a fantastic solution.



#9 Emily

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Posted 06 January 2020 - 09:21 PM

Where could I find a script like this?
...to swap swords with L/R"

That sounds like a fantastic solution.

You'd need to write it. The script would need to keep track of what sword items you have picked up, and what sword items exist, to know what to switch. Because you can't just 'switch' like that. The script would literally need to remove all but one sword from your inventory, to force that one to be equipped.


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#10 Bagu

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Posted 06 January 2020 - 09:48 PM

This is much to learn for me.
But of course, I will try
Don't know the commands to force it to do what I want.

Are there any examples of scripted subscreens???


Also I still hope, Zoria will perhaps add the  function to his subscreen.
So that I "just" have to moddify it, on my own.


Edited by Bagu, 06 January 2020 - 09:50 PM.


#11 Bagu

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Posted 06 January 2020 - 10:12 PM

You'd need to write it. The script would need to keep track of what sword items you have picked up, and what sword items exist, to know what to switch. Because you can't just 'switch' like that. The script would literally need to remove all but one sword from your inventory, to force that one to be equipped.

I found your subscreen maker script files in github.com...
https://github.com/v...SubscreenEditor
Is there something I could start with?
Seems like a combination of many required scripts and headers.



 


Edited by Bagu, 06 January 2020 - 10:13 PM.


#12 Emily

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Posted 06 January 2020 - 10:29 PM

I found your subscreen maker script files in github.com...
https://github.com/v...SubscreenEditor
Is there something I could start with?
Seems like a combination of many required scripts and headers.

That is extremely unfinished. It's a project that I plan to work on, and eventually the idea is that you can open a quest. In that quest, you use the mouse to create a subscreen (similar to the ZQ subscreen editor). Then you click a save button, and it creates a script file for the subscreen you created. If you want to check out what I have done so far, Video 1Video 2Video 3.

The basic idea is you should only end up needing one of those headers in your final quest, along with the script file that is output when you click save. The rest of the headers and such there are for things such as the GUI of the editor and such. But, to answer your question, this is not something you can start with, as it is unfinished.

If you want to look at a couple things, perhaps you want to check out my custom subscreen from MM2D - which was made in 2.50.2, at the very start of the quest, and has only been modified a bit since: Subscreen Code

I wouldn't just copy that and try to edit it though, that wouldn't end up working well. But if you want to create your own custom subscreen, I'd start from scratch, and perhaps look at that as a reference.


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#13 Bagu

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Posted 06 January 2020 - 11:21 PM

Thank you very much...
I will try to learn how to do such things on my own...
BTW... forget Rockstars, Actors or Sports Champions
SCRIPTERS ARE MY NEW IDOLS!!!

Guess your scripts will be helpful for me, to learn


Edited by Bagu, 06 January 2020 - 11:24 PM.


#14 Bagu

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Posted 13 March 2020 - 03:09 PM

https://www.purezc.n...topic=75832&hl=

 

Because I don't use the additional available Swords unless theplayer gets the Triforce pieces,
I found a solution by adding amulet of power, wisdom amulets (bundled pick up with each triforce)

I use this code to change Swords (5-7) and Armor
I also can add charge rings (unused/invisible) for temporary effects, as long as using Sword 6-7

...works fine for me

const int GOLDEN_SOUND = 179; //SFX, played when activating a Triforce (Golden Force)  item effect.

//D0   = Item ID of the Sword, gained to inventory.
//D1   = Item ID of the Armor/Ring, gained to your inventory.
//D2-7 = Items to Remove 
//Take care to remove ALL items, possibly added with the other GoldenForce1/2 scripted Items. Also the variable 3rd Items of GoldenForce2.

item script GoldenForce1
{
	void run(int item1, int item2, int item3, int item4, int item5, int item6, int item7, int item8)
	{
		Link->Item[item1] = true;
		Link->Item[item2] = true;
		Game->PlaySound(GOLDEN_SOUND);
		Link->Item[item3] = false;
		Link->Item[item4] = false;
		Link->Item[item5] = false;
		Link->Item[item6] = false;
		Link->Item[item7] = false;
		Link->Item[item8] = false;
	}
}


//D0   = Item ID of the Sword, gained to inventory.
//D1   = Item ID of the Armor/Ring, gained to your inventory.
//D2-7 = Items to Remove 
//If used to add the strongest Sword + Armor, there's no need to remove lower level Swords * Armor.
//Always take care to remove variable items, possibly added with other GoldenForce2 Items. 


item script GoldenForce2
{
	void run(int item1, int item2, int item3, int item4, int item5, int item6, int item7, int item8)
	{
		Link->Item[item1] = true;
		Link->Item[item2] = true;
		Link->Item[item3] = true;
		Game->PlaySound(GOLDEN_SOUND);
		Link->Item[item3] = false;
		Link->Item[item4] = false;
		Link->Item[item5] = false;
		Link->Item[item6] = false;
		Link->Item[item7] = false;
		Link->Item[item8] = false;	
	}
}


//PureMasterBlade will remove all items, gained by GoldenForce1/2 and restore the orignial status of your hero.
//D0-7 = Items to Remove

item script PureMasterBlade
{
	void run (int item1, int item2, int item3, int item4, int item5, int item6, int item7, int item8)
	{
		Link->Item[item1] = false;
		Link->Item[item2] = false;
		Link->Item[item3] = false;
		Link->Item[item4] = false;
		Link->Item[item5] = false;
		Link->Item[item6] = false;
		Link->Item[item7] = false;
		Link->Item[item8] = false;
		Game->PlaySound(GOLDEN_SOUND);
	}
}



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