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Moosh's Pit Script

Overview
Creator: Moosh Updated: 24 Apr 2018 Tags: FFC, Global Downloads: 161
Rating[?]: Rating: 4.6/5 (4 ratings)
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(1.49 MB)
Information

Description Setup Reviews Comments

TheRock  

Posted 30 September 2023 - 12:16 PM
For some odd reason the warp trees like to override the falling to a new screen. Once the player finds one warp tree and uses it, then falls in the pit that goes to a new screen it will then always play the animation of when you warp to a new location with the seeds.
Here's a video to show the pit working right and then it breaking: https://www.youtube....h?v=pmXd6El6FAM
 

Bagu  

Posted 28 December 2019 - 03:28 PM
I got it, I got it
I FINALLY GOT IT!!!!
...had some little problems to use it right, at first.
But now I figured out my mistakes!

This script made a stupid, little non scripter VERY HAPPY!

THANK YOU, MOOSH


Party on!

Bagu
 

Lüt  

Edited 24 April 2018 - 05:54 AM
Much to my surprise, I was able to get this set up and working exactly how I wanted with essentially no hangups.

And you know your instructions are good when that happens.

However, two points I thought were worth bringing up:

First, the Link-touches-the-pit detection. Your default hitbox size of 2x2 works fine, as does 3x3. However, larger or smaller sizes can cause Link to fall down the wrong side of the pit depending which direction he approaches it from - example. With the sizes of 4x4 or 5x5, Link will fall into the wrong side when he walks rightward into the pit, but walking leftward, downward or upward into the pit works fine. With the size of 6x6 or above, walking rightward as well as downward into the pit will cause him to fall into the wrong side, but walking leftward or upward into the pit works fine. I tested it up to 12x12. Alternatively, with the size of 1x1, Link will fall into the wrong side when he walks leftward into the pit, but walking rightward, downward or upward into the pit works fine. I also tested with 4-way and 8-way movement, and "large Link hit box" enabled and disabled - same results. I did not test rectangular hitbox sizes, nor sideview.

I mean, I realize we're dealing with a character who's only 16x16 at his largest, so there's obviously going to be a limit. But if 2x2 or 3x3 are the final limits - which is plenty fine with me - it would be helpful to note that in the comments, rather than simply "increase to make pits less sensitive" and leaving the impression that, say, 8x8 only means really low sensitivity. Unless that's the intent, in which case you may have a problem here.

Second, the move-while-falling feature. Generally I like the ability move while jumping/falling. I don't think I ever would have played Mario past the first level or two if it didn't have that. But the issue here arises with room-per-room screen scrolling and the relative position of the pits toward the scroll points. If we assume the standard rectangular-room dungeon format that most designers use, any pit that's not tucked away into a mostly-blocked-off corner will allow the player to reach the doors before they're finished falling, resulting in some very odd visuals - example. That's the room directly below the one in the example above - note the blue shadow on the bottom side of the door to see Link's actual position during this screen transition.

It's also feasible that a designer may want to create an LttP-style multi-floor fall, like say Tower of Hera in which falling into the wrong pit on one floor would land you in yet another pit and down yet another floor, and the ability to maneuver out of the fall could undermine the danger of the trap (not that I personally mind being able to cheat my consequences as a player, but you know...).

So if there's an option to disable movement on fall, I didn't see it noted anywhere in the setup, and if there isn't an option, I'd recommend adding one, since I for one would use it.

[Posted: Jun 21 2017 / Edited: Apr 24, 2018 - updated image links]
 

Ben  

Edited 12 April 2017 - 01:57 AM
I probably the answer to this one already, but could this literally be put in place over top of Mero's script (commenting the old one out and using identical function names) and then have identical functionality except not have the odd collision detection?
 

Sans  

Edited 12 April 2017 - 07:06 PM
That works pretty good for me :) Now i could put the pitlava everywhere i want on my quest. but one question. When i falls on the lava why that take me a damage when i go on lava and when Link respawn on the screen closer at the lava ?
also i notice an important bug on this script: On my quest when you jump above the pit or the lava when you're accidently fall on thoses then the bug is Link is respawned on the hole or on the lava and he fall/drowns again until i die. Also i made the same thing you made for the warps hole but the bug is i fall on the same room without any explications
 

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