Automated Weapon or Item (Auto-Fire)
Overview
Creator:
Timelord
Updated: 06 May 2017
Tags:
Global,
Item
Downloads: 57
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Information
This code incorporates elements from Timers.zh, and ItemHandling.zh, to produce an automated item, that repeatedly activates, while maintaining hard-coded game effects.
It demonstrates what you can do with some of the functions in these headers, and provides a demo quest for use as an example.
It demonstrates what you can do with some of the functions in these headers, and provides a demo quest for use as an example.
Description Setup Reviews Comments
Update, v2.1: I fixed issues with the last update from 2015, and I reduced all the global vars down to one array, with accessors. I further cleaned up the code a bit, and I modified the item to allow setting the repeating item and timer values from the item that enables them.
This set of functions permits the use of items that have hardcoded effects, called in an automatic manner. While this demo uses a self-shooting arrow, you can also do similar things with any item that the player has, and by varying the conditions, cause hardcoded effects created by items (e.g. Din's Fire) to occur without the player actually using the item.
The main drawback is that for a brief instant, the item that you are activating is visibly shifted into the B-button slot, and then, the item that was previously there is restored.
This set of functions permits the use of items that have hardcoded effects, called in an automatic manner. While this demo uses a self-shooting arrow, you can also do similar things with any item that the player has, and by varying the conditions, cause hardcoded effects created by items (e.g. Din's Fire) to occur without the player actually using the item.
The main drawback is that for a brief instant, the item that you are activating is visibly shifted into the B-button slot, and then, the item that was previously there is restored.