//Include these lines once at the top of your script file. //import std.zh" //import ffcscript.zh" //Common Constant, only need to define once per script file. const int BIG_LINK = 0; //Set this constant to 1 if using the Large Link Hit Box feature. //Constants used by Bottomless Pits & Lava. const int CT_HOLELAVA = 128; //Combo type to use for pit holes and lava."No Ground Enemies by default" const int CF_PIT = 98; //The combo flag to register combos as pits. const int CF_LAVA = 99; //The combo flag to register combos as lava. const int WPS_LINK_FALL = 89; //The weapon sprite to display when Link falls into a pit. "Sprite 88 by default" const int WPS_LINK_LAVA = 90; //The weapon sprite to display when Link drowns in lava. "Sprite 89 by default" const int SFX_LINK_FALL = 38; //The sound to play when Link falls into a pit. "SFX_FALL by default" const int SFX_LINK_LAVA = 55; //The sound to play when Link drowns in Lava. "SFX_SPLASH by default. const int CMB_AUTOWARP = 48; //The first of your four transparent autowarp combos. const int HOLELAVA_DAMAGE = 8; //Damage in hit points to inflict on link. "One Heart Container is worth 16 hit points" //Global variables used by Bottomless Pits & Lava. int Falling; bool Warping; global script slot2_holelava { void run() { //Initialize variables used to store Link's strating position on Screen Init. int olddmap = Game->GetCurDMap(); int oldscreen = Game->GetCurDMapScreen(); int startx = Link->X; int starty = Link->Y; int startdir = Link->Dir; //Clear global variables used by Bottomless pits. Falling = 0; Warping = false; //Main Loop while(true) { Waitdraw(); if(Link->Action != LA_SCROLLING) { Update_HoleLava(startx, starty, olddmap, oldscreen, startdir); if(Link->Z==0 && !Falling && (oldscreen != Game->GetCurDMapScreen() || olddmap != Game->GetCurDMap())) { olddmap = Game->GetCurDMap(); oldscreen = Game->GetCurDMapScreen(); startx = Link->X; starty = Link->Y; startdir = Link->Dir; } } Waitframe(); } } } //Handles Pit Combo Functionality. void Update_HoleLava(int x, int y, int dmap, int scr, int dir) { lweapon hookshot = LoadLWeaponOf(LW_HOOKSHOT); if(hookshot->isValid()) return; if(Falling) { if(IsSideview()) Link->Jump=0; Falling--; if(Falling == 1) { int buffer[] = "Holelava"; if(CountFFCsRunning(Game->GetFFCScript(buffer))) { ffc f = Screen->LoadFFC(FindFFCRunning(Game->GetFFCScript(buffer))); Warping = true; if(f->InitD[1]==0) { f->InitD[6] = x; f->InitD[7] = y; } } else { Link->X = x; Link->Y = y; Link->Dir = dir; Link->DrawXOffset -= Cond(Link->DrawXOffset < 0, -1000, 1000); Link->HitXOffset -= Cond(Link->HitXOffset < 0, -1000, 1000); Link->HP -= HOLELAVA_DAMAGE; Link->Action = LA_GOTHURTLAND; Link->HitDir = -1; Game->PlaySound(SFX_OUCH); if(Game->GetCurDMap()!=dmap || Game->GetCurDMapScreen()!=scr) Link->PitWarp(dmap, scr); } NoAction(); Link->Action = LA_NONE; } } else if(Link->Z==0 && OnPitCombo() && !Warping) { Link->DrawXOffset += Cond(Link->DrawXOffset < 0, -1000, 1000); Link->HitXOffset += Cond(Link->HitXOffset < 0, -1000, 1000); int comboflag = OnPitCombo(); SnaptoGrid(); Game->PlaySound(Cond(comboflag == CF_PIT, SFX_LINK_FALL, SFX_LINK_LAVA)); lweapon dummy = CreateLWeaponAt(LW_SCRIPT10, Link->X, Link->Y); dummy->UseSprite(Cond(comboflag == CF_PIT, WPS_LINK_FALL, WPS_LINK_LAVA)); dummy->DeadState = dummy->NumFrames*dummy->ASpeed; dummy->DrawXOffset = 0; dummy->DrawYOffset = 0; Falling = dummy->DeadState; NoAction(); Link->Action = LA_NONE; } } ffc script Holelava { void run(int warp, bool position, int damage) { while(true) { while(!Warping) Waitframe(); if(warp > 0) { this->Data = CMB_AUTOWARP+warp-1; this->Flags[FFCF_CARRYOVER] = true; Waitframe(); this->Data = FFCS_INVISIBLE_COMBO; this->Flags[FFCF_CARRYOVER] = false; Link->Z = Link->Y; Warping = false; Link->DrawXOffset -= Cond(Link->DrawXOffset < 0, -1000, 1000); Link->HitXOffset -= Cond(Link->HitXOffset < 0, -1000, 1000); Quit(); } if(position) { Link->X = this->X; Link->Y = this->Y; } else { Link->X = this->InitD[6]; Link->Y = this->InitD[7]; } if(damage) { Link->HP -= damage; Link->Action = LA_GOTHURTLAND; Link->HitDir = -1; Game->PlaySound(SFX_OUCH); } Link->DrawXOffset -= Cond(Link->DrawXOffset < 0, -1000, 1000); Link->HitXOffset -= Cond(Link->HitXOffset < 0, -1000, 1000); Warping = false; Waitframe(); } } } //Used to determine if Link is on a Pit or Lava combo. int OnPitCombo() { int comboLoc = ComboAt(Link->X+8, Link->Y + Cond(BIG_LINK==0, 12, 8)); if(Screen->ComboT[comboLoc] != CT_HOLELAVA) return 0; else if(Screen->ComboI[comboLoc] == CF_PIT || Screen->ComboI[comboLoc] == CF_LAVA) return Screen->ComboI[comboLoc]; else if(Screen->ComboF[comboLoc] == CF_PIT || Screen->ComboF[comboLoc] == CF_LAVA) return Screen->ComboF[comboLoc]; else return 0; } //Snaps Link to the combo so he appears completely over pit and lava combos. void SnaptoGrid() { int x = Link->X; int y = Link->Y + Cond(BIG_LINK==0, 8, 0); int comboLoc = ComboAt(x, y); //X Axis if(Screen->ComboT[comboLoc] == CT_HOLELAVA && Cond(x % 16 == 0, true, Screen->ComboT[comboLoc+1] != CT_HOLELAVA)) Link->X = ComboX(comboLoc); else if(Screen->ComboT[comboLoc+1] == CT_HOLELAVA && Cond(x % 16 == 0, true, Screen->ComboT[comboLoc] != CT_HOLELAVA)) Link->X = ComboX(comboLoc+1); if(Cond(y % 16 == 0, false, Screen->ComboT[comboLoc+16] == CT_HOLELAVA) && Cond(x % 16 == 0, true, Screen->ComboT[comboLoc+17] != CT_HOLELAVA)) Link->X = ComboX(comboLoc+16); else if(Cond(y % 16 == 0, false, Screen->ComboT[comboLoc+17] == CT_HOLELAVA) && Cond(x % 16 == 0, true, Screen->ComboT[comboLoc+16] != CT_HOLELAVA)) Link->X = ComboX(comboLoc+17); //Y Axis if(Screen->ComboT[comboLoc] == CT_HOLELAVA && Cond(y % 16 == 0, true, Screen->ComboT[comboLoc+16] != CT_HOLELAVA)) Link->Y = ComboY(comboLoc); else if(Screen->ComboT[comboLoc+16] == CT_HOLELAVA && Cond(y % 16 == 0, true, Screen->ComboT[comboLoc] != CT_HOLELAVA)) Link->Y = ComboY(comboLoc+16); if(Cond(x % 16 == 0, false, Screen->ComboT[comboLoc+1] == CT_HOLELAVA) && Cond(y % 16 == 0, true, Screen->ComboT[comboLoc+17] != CT_HOLELAVA)) Link->Y = ComboY(comboLoc+1); else if(Cond(x % 16 == 0, false, Screen->ComboT[comboLoc+17] == CT_HOLELAVA) && Cond(y % 16 == 0, true, Screen->ComboT[comboLoc+1] != CT_HOLELAVA)) Link->Y = ComboY(comboLoc+17); }