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Warping after message


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#1 Jared

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Posted 30 July 2013 - 06:08 PM

Is there a way to warp Link after a certain string plays? Or will it need a script? (Hopefully not a big one? :heh:)



#2 Moosh

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Posted 30 July 2013 - 06:23 PM

Messages freeze all action paired with a timed warp? Or is this string being called via a script?



#3 coolgamer012345

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Posted 30 July 2013 - 06:28 PM

Secrets, You set "Enemy's->Secret" then set a secret flag on screen that turns into an "Auto Side warp " then set the side warp that the "Auto side warp" is, Then set it to where you want link to go.



#4 Jared

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Posted 30 July 2013 - 06:47 PM

Sorry, the string is being activated by a script (The signpost one).



#5 coolgamer012345

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Posted 30 July 2013 - 07:00 PM

Oh, Well I don't know what to tell ya'.



#6 Jared

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Posted 31 July 2013 - 01:12 AM

That's okay. :)

 

So yeah, still looking for help on this.



#7 Avaro

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Posted 31 July 2013 - 09:37 AM

I modified Joe123's signpost script from the database to allow for warping after the message.

ffc script Signpost{
    void run(int m,int input,int warpcombo){
        int loc = ComboAt(this->X,this->Y);
        while(true){
            while(!AgainstComboBase(loc) || !SelectPressInput(input)) Waitframe();
            SetInput(input,false);
            Screen->Message(m);
            if (warpcombo != 0){
                Waitframe();
                this->Data = warpcombo;
            }
            Waitframe();
        }
    }
    bool AgainstComboBase(int loc){
        return Link->Z == 0 && (Link->Dir == DIR_UP && Link->Y == ComboY(loc)+8 && Abs(Link->X-ComboX(loc)) < 8);
    }
}

//!!These functions should only be included in your script file once!!
bool SelectPressInput(int input){
    if(input == 0) return Link->PressA;
    else if(input == 1) return Link->PressB;
    else if(input == 2) return Link->PressL;
    else if(input == 3) return Link->PressR;
}
void SetInput(int input, bool state){
    if(input == 0) Link->InputA = state;
    else if(input == 1) Link->InputB = state;
    else if(input == 2) Link->InputL = state;
    else if(input == 3) Link->InputR = state;
}

I added the warping part to D2. Leave it as 0 if you don't want to warp with that signpost or enter a combo ID of a blank combo with the autowarp combo type for D2 if you want the script to change into an autwarp combo after the message.

 

Only works with the message freezing rule though.

Let me know if this works or if you're using another signpost script.



#8 Nightmeres

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Posted 01 August 2013 - 08:05 AM

may i use this?



#9 Avaro

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Posted 01 August 2013 - 08:19 AM

Yes, I don't mind Nightmeres :D

 

I have to mention that this script does not warp after a "specific" message but after any message that the signpost script plays. So if you use string control codes to change the string (for a trade sequence of something) it will warp anyways and doesn't matter wich messages it displayed. I don't know if that is quite what you wanted, Jared.



#10 Jared

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Posted 06 August 2013 - 11:54 PM

I think that will work perfectly. And sorry, I just saw someone responded to this. Thank you so much, Avataro! :)




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