//Spawn Specific Item (CREDIT: Justin) (Slash Item FFC) // Watches for the combo under the FFC to change, and generates an item and lweapon on a slashable combo. //YOU NEED 1 FFC FOR EACH SLASHABLE COMBO that you want this script to work with, and the FFC must sit on top of that combo. //This technically will work for ANY combo that changes, not just slashables. //You could, for example, put this on a tile that changes on secret triggers, which would add an effect on secret trigger //like a door that has a puff of smoke when it vanishes. //This even works for LWeapons that you create yourself. // D0 = The itemset from which a random item will drop. 0 = None // D1 = LWeapon to display on slash. // D2 = Sound to play on slash. //This works for: Jars, New Bushes with different leaves, "Poof" effects for magic, literally any effect you need on a tile that changes. //import "std.zh" ffc script Slash_FX { void run(int itemset, int weapon, int sfx) { int loc = ComboAt(this->X,this->Y); int c = Screen->ComboD[loc]; while(true) { if(Screen->ComboD[loc] != c) { //Create a npc (enemyfire) that dies immediately, and makes no sound doing so. //Npc drops itemset chosen in D0. Game->PlaySound(sfx); npc dropper = CreateNPCAt(NPC_ENEMYFIRE, ComboX(loc), ComboY(loc)); dropper->ItemSet = itemset; dropper->HP = HP_SILENT; dropper->DrawXOffset = -1000; //Create breaking effect, then destroy it after 20 frames. lweapon jarvis = CreateLWeaponAt(LW_SPARKLE, ComboX(loc), ComboY(loc)); jarvis->UseSprite(weapon); //for (int i = 0; i < 20; i++) { // WaitNoAction(); //} //jarvis->DeadState = WDS_DEAD; Quit(); } Waitframe(); } } }