This script requires very little special setup.
You will need to make a new weapon sprite, via
Quest->Graphics->Sprites->Weapons/Misc.
This sprite should use a blank tile, and have no animations. It is used for determining LoS around solid combos.
Add the script
FFC_MovingSentinal, and its associated constants into your script buffer, or import it along with your other scripts.
Assign the constant
FFC_SENTINEL_SPR_BLANK to the ID of the sprite that you created. The default value is 88, which is the lowest unused sprite in most tilesets.
You may wish to assign a default sound, and a default string, to the constants
FFC_SENTINEL_SFX_WHISTLE and
FFC_SENTINEL_DEFAULT_STRING respectively.
If you do this, then FFCs with these values unset, will default to the values that you assign to the constants.
The constants
FFC_SENTINEL_SOUND_DELAY and
FFC_SENTINEL_MESSAGE_WARP_DELAY represent the time (in frames) between playing the sound and showing the string; and between showing the string, and warping, respectively.
Once compiled, add the ffc to a screen, and give it a combo with a blank tile, with an ID higher than 0.
Assign the script args as follows:- D0: Sound effect to play, when spotted..
- D1: String to display, when spotted.
- D2: Destination DMap to warp Link, when spotted.
- D3: Destination Screen to warp Link, when spotted. Remember that the FFC args are DECIMAL, and screen IDs in ZQuest are in HEXADECIMAL, so you will need to convert the hex value to decimal for this field!
- D4: NPC to use (for display purposes). Suggest: 50.
- This enemy should have Step, Random, Rate, and Homing each set to 0.
- D5: Initial facing direction, where 0 == UP, 1 == DOWN, 2 == LEFT, 3 == RIGHT
Set the initial
Velocity X or Y component.
DO NOT set both!
Add
changers to the screen as desired to define the path of the ffc.
Requires:
std.zh from ZC 2.50.0, or later.