5 stars. Absolutely a must-have script for that LTTP/LA feel. I see this becoming a pretty standard addition. Can't recommend this enough.
I wish it was a little bit easier to get switches to work across multiple dmaps, but I can't think of any way to do it any better off the top of my head, other than ZC actually getting crystal switch combos built-in or something.
Authentic dungeon barriers
Overview
Creator:
HuggetSukker
Updated: 16 Jul 2014
Tags:
FFC,
Global
Downloads: 171
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View Script
Download Example (1.51 MB) |
Information
Raised and lowered barriers that swap state when Link hits switches, made to emulate the crystal switch barriers in many 2D Zelda dungeons.
Description Setup Reviews Comments
1) Create combos
Create a whopping 12 combos:
-> Blue and red raised barriers (solid)
-> Blue and red lowered barriers (walkable)
-> Blue and red raise barrier animations (cycle to raised barriers)
-> Blue and red lower barrier animatinos (cycle to lowered barriers)
-> Blue and red walkable raised barriers (type: No Ground Enemies)
-> Blue and red crystal switches (solid)
2) Create a new enemy that will act as a hit detection dummy for barrier switches
-> Type: Other
-> Leave all stats (except HP > 0)
-> Hit sound: Any sound you would like played when a switch is hit
-> Misc flags: "Is invisible", "Doesn't count as beatable enemy"
-> Misc flag: "Damaged by power 0 weapons" (if you want boomerangs to work)
-> Fire Defense: Ignore (unless you want fire to work)
3) Change constant values in the script.
-> At "const int SCRIPT_BARRIERS = 1" change 1 to the number of a slot that you will load the Barriers ffc script into.
-> Set the 12 combo constants to your combo numbers
4) Usage:
Place blue switches, blue raised barriers and red lowered ones wherever you want them. If you want the barrier state of a dungeon to be opposite from start, you have to use a script to set barriers[int dmap] variable or call ToggleBarriers() or ToggleBarriers(int dmap).
Create a whopping 12 combos:
-> Blue and red raised barriers (solid)
-> Blue and red lowered barriers (walkable)
-> Blue and red raise barrier animations (cycle to raised barriers)
-> Blue and red lower barrier animatinos (cycle to lowered barriers)
-> Blue and red walkable raised barriers (type: No Ground Enemies)
-> Blue and red crystal switches (solid)
2) Create a new enemy that will act as a hit detection dummy for barrier switches
-> Type: Other
-> Leave all stats (except HP > 0)
-> Hit sound: Any sound you would like played when a switch is hit
-> Misc flags: "Is invisible", "Doesn't count as beatable enemy"
-> Misc flag: "Damaged by power 0 weapons" (if you want boomerangs to work)
-> Fire Defense: Ignore (unless you want fire to work)
3) Change constant values in the script.
-> At "const int SCRIPT_BARRIERS = 1" change 1 to the number of a slot that you will load the Barriers ffc script into.
-> Set the 12 combo constants to your combo numbers
4) Usage:
Place blue switches, blue raised barriers and red lowered ones wherever you want them. If you want the barrier state of a dungeon to be opposite from start, you have to use a script to set barriers[int dmap] variable or call ToggleBarriers() or ToggleBarriers(int dmap).




