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Pit Fall Package

Overview
Creator: cavthena Added: 25 Dec 2015 Tags: FFC, Global
Rating[?]: Rating: 4/5 (1 rating)
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Information

Description Setup Reviews Comments

Required Libraries:
  • std.zh
  • stdExtra.zh
Required Global Variables: 4
Required Weapons: 2
Required SFX: 2

Set-up:
  • Set up the LWeapons for Link falling and Link Melting. Each Sprite can be of any animation length.
  • Set up Constants.
  • Set up "PF_Drawing()" function. Place functions that need to be drawn while Link is falling or melting within this function. Note: Avoid placing Waitframe functions inside PF_Drawing(). This will cause a error in the animation and warp timing.
  • Add the code to your Global and place "PitFall();" in your global loop before Waitdraw().
  • Set up your Combos. Combo Type needs to match PF_PIT_COMBO and PF_LAVA_COMBO for Pits and Lava respectively. Combo Flag should be set to "97 No Ground Enemies", to prevent ground enemies from walking on them.
Once the combo is on screen if you want a Pit combo to warp Link place the PF_PIT_WARP flag on the combo and set "Side Warp D" to the screen you wish Link to warp to. Lava combos cannot warp Link.

Platfrom Setup:
  • Set the constants found at the start of the FFC. Then compile into your game.
  • Place the platform FFC at the location of the platform or changer.
  • Set the arguments appropriately.
Shutter Door Setup:
  • Place the FFC anywhere and set the arguments as required.