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Seed Shooter/Satchel
Overview
Creator:
Moosh
Added: 16 Oct 2017
Tags:
FFC,
Global,
Item
Downloads: 86
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Download Example (1.92 MB) |
Information
The seed shooter and satchel items from the Oracle games.
Description Setup Reviews Comments
This is a script bundle containing the Seed Shooter, Seed Sachel, all five seed types from the oracle games, and assorted scripts to handle them.
Fill in some of the genera constants at the top of the script file and combine the SeedShooter_Example global script with your own. Create the 5 Seed Shooter items and 5 Seed Sachel items.
These items use one of the script item classes. Each should have a unique item level so it appears on the subscreen correctly with item override. The item's action script should be SeedShooter. Its arguments go as follows:
These items use one of the script item classes. Each should have a unique item level so it appears on the subscreen correctly with item override. The item's action script should be SeedSatchel. Its arguments go as follows:
Ember Seed:
Ember and Gale seeds can one hit kill some enemies and mystery seeds can stun some enemies. These defenses are set by three functions in the script which you can edit:
Seed_Ember_GetEnemyDefense()
Seed_Pegasus_GetEnemyDefense()
Seed_Gale_GetEnemyDefense()
To add an enemy to the list of vulnerable ones, just add this function to the list of enemies:
SeedTree FFC:
Place an FFC with this script over the top-left corner of a 2x2 seed bearing tree. Warp square A should be placed under the tree. Arguments go as follows:
Place this script as a 3x1 FFC of the owl statue over an invisible solid combo. Its combo should be the first of two combos: the owl statue with its wings closed followed by the owl statue with its wings open. Arguements go as follows:
If you want to give all the different types of seed shooters/satchels as one item, have a dummy item with this script on its pickup. Arguments go as follows:
- CMB_SEEDSHOOTERLINKAIM: The first of 8 directional combos (U,D,L,R,UL,UR,DL,DR) of Link holding the seed shooter out
- CMB_SEEDSHOOTERSEEDSHOOTER: The first of 8 directional combos of the seed shooter
- CS_SEEDSHOOTERSEEDSHOOTER: The CSet of the seed shooter
- LW_SEED: Weapon type used by most seeds when their collision is off. Script 10 by default. See LW_ in std_constants.zh
- SFX_SEEDSHOOTER: The sound when a seed is fired
- SEED_MAX_BOUNCE: How many times a seed will bounce off a wall before breaking
- SEED_STEP: Step speed of seeds
- SEEDTREE_COOLDOWN: Number of screen transitions before seed trees respawn their seeds
- SUB_COUNTER_DRAW: Set to 1 and counters will be drawn on the passive subscreen under the items when they're selected.
- SUB_COUNTER_FONT: Font used for the counters on the subscreen
- SUB_COUNTER_SHADOW: Shadow type used for the counters (0 = None, 1 = Shadow, 2 = Shadow (U), 3 = Shadow(O), 4 = Shadow(+), 5 = Shadow(X)
- SUB_COUNTER_C: Color of the counter
- SUB_COUNTER_C_OUTLINE: Color of the counter's outline
- SUB_A_BUTTON_POS_X/Y: X/Y positions of the A button item on the subscreen. Check in the subscreen editor.
- SUB_B_BUTTON_POS_X/Y: X/Y positions of the B button item on the subscreen. Check in the subscreen editor.
- I_SEEDSHOOTER_*: Constants for the five seed shooter items. Used for determining when they're equipped on the passive subscreen
- I_SEEDSATCHEL_*: Constants for the five seed satchel items. Used for determining when they're equipped on the passive subscreen
These items use one of the script item classes. Each should have a unique item level so it appears on the subscreen correctly with item override. The item's action script should be SeedShooter. Its arguments go as follows:
- D0: Reserved for pickup message script to use
- D1: The item's ID in the editor (should be visible at the top of the window)
- D2: The type of seed it uses: 0 = Ember, 1 = Scent, 2 = Pegasus, 3 = Gale, 4 = Mystery
These items use one of the script item classes. Each should have a unique item level so it appears on the subscreen correctly with item override. The item's action script should be SeedSatchel. Its arguments go as follows:
- D0: Reserved for pickup message script to use
- D1: The type of seed it uses: 0 = Ember, 1 = Scent, 2 = Pegasus, 3 = Gale, 4 = Mystery
Ember Seed:
- CMB_SEED_EMBERFIRE: Combo drawn over burning enemies
- CS_SEED_EMBERFIRE: CSet of burn combo
- SPR_SEED_EMBER: Sprite used for the seed
- SPR_SEED_EMBER_POOF: Sprite when the seed ignites. Animation length determines how long the fire hitbox lasts
- CR_SEED_EMBER: Counter used by the seed
- DAMAGE_SEED_EMBER: Damage the seed deals
- SFX_SEED_EMBER: Sound when the seed ignites
- SPR_SEED_SCENT: Sprite used for the seed
- SPR_SEED_SCENT_POOF: Sprite when the seed makes impact
- SPR_SCENT_BAIT: Sprite when the seed is used as bait
- CR_SEED_SCENT: Counter used for the seed
- LW_SEED_SCENT: LWeapon type used by the seed. Arrow by default.
- DAMAGE_SEED_SCENT: Damage the seed deals
- SFX_SEED_SCENT: Sound when the seed makes impact
- SFX_SCENT_BAIT: Sound when used as bait
- SPR_SEED_PEGASUS: Sprite used for the seed
- SPR_SEED_PEGASUS_POOF: Sprite when the seed makes impact
- SPR_PEGASUS_DUST: Sprite for the dust drawn under Link when he runs after using the seed
- CR_SEED_PEGASUS: Counter used for the seed
- SFX_SEED_PEGASUS: Sound when the seed makes impact
- SFX_PEGASUS_RUN: Looping sound when Link is running
- PEGASUS_SFX_FREQ: Frequency of the loop in frames (60ths of a second)
- SEED_PEGASUS_STUN: How long the seeds stun enemies for in frames
- SEED_PEGASUS_SPEEDFRAMES: How long the seeds speed up Link for in frames
- SEED_PEGASUS_SPEEDBOOST_STEP: How much the seeds boost Link's speed by
- CMB_SEED_GALEWIND: Combo for the wind drawn over enemies and Link when lifted into the air
- CS_SEED_GALEWIND: CSet of wind combo
- SPR_SEED_GALE: Sprite used for the seed
- SPR_SEED_GALE_POOF: Sprite for the warping whirlwind the seed creates
- CR_SEED_GALE: Counter used for the seed
- SFX_SEED_GALE: Sound of the whirlwind
- SFX_GALE_CEILINGBUMP: Sound when Link hits the ceiling with a gale seed
- DMF_NOGALE: DMap flag marking a DMap where Link cannot warp with gale seeds. Script 1 by default
- DMAP_SEED_GALE_WARP: DMap used by the warp screen
- SCREEN_SEED_GALE_WARP: Screen used by the warp screen
- SFX_SEED_WARP_CURSOR: Sound when the warp cursor selection is moved
- SFX_SEED_WARP_SELECT: Sound when a warp is selected
- C_BLACK: The color black
- C_SEED_WARP: The color of warp screen text
- C_SEED_WARP_SELECTED: The text color for a selected warp
- SEED_WARP_TITLE_FONT: The font used for the warp header
- SEED_WARP_TITLE_X/Y: Position for the warp header
- SEED_WARP_SELECTION_FONT: The font used for the warp selections
- SEED_WARP_SELECTION_X/Y: Position for the first selection
- SEED_WARP_SELECTION_HEIGHT: Y distance between selections
- SPR_SEED_MYSTERY: Sprite used for the seed
- SPR_SEED_MYSTERY_POOF: Sprite when the seed makes impact
- CR_SEED_MYSTERY: Counter used for the seed
- LW_SEED_MYSTERY: Weapon type for the poof and when the seed deals damage. Script 1 by default
- DAMAGE_SEED_MYSTERY_LOW: Lowest damage the seed can do
- DAMAGE_SEED_MYSTERY_HIGH: Highest damage the seed can do
- SFX_SEED_MYSTERY: Sound when the seed makes impact
Ember and Gale seeds can one hit kill some enemies and mystery seeds can stun some enemies. These defenses are set by three functions in the script which you can edit:
Seed_Ember_GetEnemyDefense()
Seed_Pegasus_GetEnemyDefense()
Seed_Gale_GetEnemyDefense()
To add an enemy to the list of vulnerable ones, just add this function to the list of enemies:
Seed_SetDef(def, n);n in this case should be replaced with the enemy ID of the enemy you want to make vulnerable. For example:
Seed_SetDef(def, 106); //Bat Seed_SetDef(def, 160); //Bombchu Seed_SetDef(def, 68); //Digdogger KidBat, bombchu, and digdogger kid would all be made vulnerable to the effect. It doesn't matter what order you add them in as long as they each have a copy of the function. You can put a comment (//) at the end of the line so you remember which enemies are which in the list.
SeedTree FFC:
Place an FFC with this script over the top-left corner of a 2x2 seed bearing tree. Warp square A should be placed under the tree. Arguments go as follows:
- D0: Item ID of the seed refill item that grows on the tree
- D1: A unique ID for the tree (0-15) that tells it which warp to use
- D2: A string number for the name of the tree as it should appear in the warps list when you warp with a Gale Seed
Place this script as a 3x1 FFC of the owl statue over an invisible solid combo. Its combo should be the first of two combos: the owl statue with its wings closed followed by the owl statue with its wings open. Arguements go as follows:
- D0: String the owl statue plays when a mystery seed is used on it.
If you want to give all the different types of seed shooters/satchels as one item, have a dummy item with this script on its pickup. Arguments go as follows:
- D0: Message to play on pickup
- D1: First item to give
- D2: Second item to give
- D3: Third item to give
- D4: Fourth item to give
- D5: Fifth item to give
- D6: Sixth item to give
- D7: Seventh item to give
Sans
Edited 30 October 2017 - 07:36 PM
I notice a bug on the script: I do started the new quest (i did finally combine the script) and i did all setup the items scripts however i notice a problem:
Ember Seeds have an invisible counter number and all another seeds have only 00 counter number or the exactly number on a incorrectly items ever if i get the correct seeds from the tree ( i do followed correctly the steps ) and i can always shoot or drops the seeds until Link cannot shoot or drops the seeds. Also when i use the Gale Seeds to warps on a place i do want, the screen is blue instend of black. Besides anything is correct with the owl statues, the torch lit up and the enemy burns and kills them with the ember seeds etc.
Ember Seeds have an invisible counter number and all another seeds have only 00 counter number or the exactly number on a incorrectly items ever if i get the correct seeds from the tree ( i do followed correctly the steps ) and i can always shoot or drops the seeds until Link cannot shoot or drops the seeds. Also when i use the Gale Seeds to warps on a place i do want, the screen is blue instend of black. Besides anything is correct with the owl statues, the torch lit up and the enemy burns and kills them with the ember seeds etc.
MischeviousMalfais
Posted 29 March 2024 - 06:45 PM
Found a bizzare bug where if you're jumping with the jump button script and have the gale seed satchel item, then scroll screens while jumping, Link will stop moving and fall to the ground with the whirlwind tile over him as if he's getting warped.
Not sure if I just have an old version of this script or if it still doesn't play nice with the jump button script.
Not sure if I just have an old version of this script or if it still doesn't play nice with the jump button script.
Sans
Posted 12 June 2021 - 08:02 PM
We have discovered another bug me and Elvis. When he did show me his gameplay we did discovered a bug that probably nobody has discovered until now: When you equips the Pegasus Seed and use it and then pushing the block at any direction the player walks literally THROUGH the block. It a very risky bug since the player could be stuck between blocks and walls when something like that is not supposed to happen.
Sans
Posted 22 October 2019 - 06:12 PM
I got a little problem with the background color of the warp screen of the Gale Seed.
I tested the example quest and my quest and checking it servial times and i know that it wasn't supposed to happen. There's a way to fix the color so the background could be black ?
I tested the example quest and my quest and checking it servial times and i know that it wasn't supposed to happen. There's a way to fix the color so the background could be black ?