This is a collection I'm setting up with the scripts that I both tend to use in all of my own projects, as well as components that are interchangeable enough to have in a generic library. Currently there isn't that much here for other scripters that you likely could already figure out how to do yourself. The entire header uses it's own namespace for convenience as well as to avoid duplicate names in case you've made your own script with a similar name.
For none scripters the main appeals currently are:
Trigger Orb
A different type of secret manager. You can place multiple of these on the same screen and all of them need to be hit by the correct weapon type on the same time in order to trigger the screen's secret.
Mani Sword
A scripted dynamic sword. It does not work like anything from any specific Zelda game, but it is a fully featured sword with spin attack. It can be set to be either stab, slash, or both on a individual item level.
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Feel free to use this in any non-commercial Quest making endeavors as long as you credit.
For legal reasons, don't consider this opensource, it's not.
Import the entire header as it's own file; no further setup necessary. (For component setup, see further down).
Some components will need you to drop in:
Mani::FrameCounter();
Somewhere within your global active script.
The entire script header uses the 'Mani' namespace. What this means is that it shouldn't have any issues existing in whatever project you've configured your other scripts for.
Trigger Orb
The FFC needs to be the first out of three combos in a row to display that it's active. The second combo is what will be displayed when a proper weapon type hits it, and the final combo is what it will be switched over to when solved.
FFC Setting: Run script on screen init is needed in order for animation to look good.
Set "Checker" to 1 for the first Trigger Orb you place on the screen, and leave it at 0 for every subsequent.
Set "WeaponType" to the ID number of the weapon that should be able to trigger it (see STD constants if you need a list). If the weapon has it's ->Weapon set, then the Trigger Orb will check that, if not, then it will check that instead
Mani Sword
Stab Type: 0 for Dynamic, 1 for stab only, and 2 for slash only.
Your quest need to enable the quest rule that have item scripts run for more than a single frame.
S_DMG: The amount of damage the charge attack deals. If set to 0 then you can not charge up a spin attack.
Range: 6 to 12 is recommended.
Sprite: You'll need to configure a sprite that is the first out of two tiles in row. The sword graphics need to face right with the tip of the blade being at the very rightmost edge of second tile.
SFX: Stabbing/slashing sound. Set to 0 if you prefer the engine to handle it via the item editor.