The Legend of Zelda: Sword of Souls
Dungeon 1
#1
Posted 20 June 2014 - 10:04 AM
So if you have been reading my updates you have probably read that the first dungeon is giving lots of problems. so i was wondering if anyone was willing to help with the first dungeon and take a look at it and help me trouble shoot. I would also like to know asap. and you don't have to worry this wont be a big commitment to the project if you don't want it to. All I'm asking for is help on the first dungeon, but if you would like to help further more after the first dungeon I'm always looking for beta testers, but in order for that I would like the fist dungeon to be complete.
Thank You,
Alex Peters
a.k.a Legend27
#2
Posted 20 June 2014 - 10:08 AM
What kinds of things are you needing help with? Depending on what it is, I'd be happy to give it a shot!
#3
Posted 20 June 2014 - 10:14 AM
What kinds of things are you needing help with? Depending on what it is, I'd be happy to give it a shot!
Thanks most of it is problems with doors. This may be a simple fix but when i set the door with the F6 button it puts the door there so then when i test it it isn't an overhead combo. So I tried to fix it by making it a wall and then i noticed i could just make my own doors, shutters, etc. but i went to test that and it just decided to show the wall instead of what I made.
#4
Posted 20 June 2014 - 10:16 AM
Would you be okay with scripted doors? I have a script I use for doors that can do everything I'd ever want with doors. It's not too tricky when you get the hang of it either. You can put as many shutters as you want on a screen and even have then open for: killing all enemies / never opening / open if a certain secret is triggered.
#5
Posted 20 June 2014 - 10:17 AM
Sure i'll take the script.
#6
Posted 20 June 2014 - 10:26 AM
Okay, here is how you use the script. First, setup your door combos. I generally do this for every dungeon, since every dungeon uses different floors. Granted, you actually can do it once and put the doors on a different layers, but layers annoy me on screens you don't need them.
Here is how you use the script:
So, if I wanted to make a north side shutter that opened if flag 16 was triggered, it would be: D0: 1, D1: 2, D3: 16. As for the graphic the FFC would have, I would pick the third one in the list. The FFC needs the floor tile.
Here is the script:
// Shutter by eternaljwh, modified by Zaidyer ffc script simple_shutter { void run(int dir, int openable, int layer, int comboflag) //direction = 0-3 for closing to UDLR //openable = 2 for if it will open when secrets are triggered // = 1 for if it opens when no enemies are around // = 0 if it never will //layer are where a secret combo will be //comboflag is what the flag it will watch for // door opens when this flag is nowhere on the layer {while (LinkCollision(this)) {NoAction(); Link->X += 2*Sign(InFrontX(dir,0)); Link->Y += 2*Sign(InFrontY(dir,0)); Waitframe(); } this->Data--; //changes combo one more closed Waitframes(5); this->Data--; //again, now fully closed //SFX here if desired (move to earlier in closing time also): Game->PlaySound(SFX_SHUTTER); Waitframe(); bool closed = true; while (closed) { Waitframe(); if (LinkCollision(this)) if (dir & 2) //left/right Link->X = this->X + InFrontX(dir,0); else //up/down Link->Y = this->Y + InFrontY(dir,0); if (openable == 1) closed = (Screen->NumNPCs() > 0); //Counts "guys" so be aware... else if (openable == 2) closed = (LastComboFlagOf(comboflag, layer) != -1); } //SFX here if desired (move to earlier in opening time also if desired): Waitframes(10); Game->PlaySound(SFX_SHUTTER); this->Data++; //half-open Waitframes(10); this->Data++; //open Quit(); } }
#7
Posted 20 June 2014 - 10:41 AM
thanks
does this only need std.zh
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