const int KNOCK = 66;//Knock SFX const int OPENING_SFX = 63;//Door Opening SFX ffc script NokNok { void run(int open_a, int open_b, int open_c, int open_d, int type, int check, int counter, int msg) { while(true){ if((DistX(this, 17)) && (DistY(this, 17))){ Link->SwordJinx = 6; if((Link->PressA) && (type == 0)){ Link->SwordJinx; Link->InputA = false; Link->PressA = false; Game->PlaySound(OPENING_SFX); WaitNoAction(24); if(open_a > 0){ Screen->ComboD[ComboAt(this->X, this->Y)] = open_a; } if(open_b > 0){ Screen->ComboD[ComboAt(this->X, this->Y-16)] = open_b; } if(open_c > 0){ Screen->ComboD[ComboAt(this->X+16, this->Y-16)] = open_c; } if(open_d > 0){ Screen->ComboD[ComboAt(this->X+16, this->Y)] = open_d; } Quit(); } else if((Link->PressA) && (type == 1)){ Link->SwordJinx; Link->InputA = false; Link->PressA = false; Game->PlaySound(KNOCK); WaitNoAction(66); Game->PlaySound(OPENING_SFX); WaitNoAction(24); if(open_a > 0){ Screen->ComboD[ComboAt(this->X, this->Y)] = open_a; } if(open_b > 0){ Screen->ComboD[ComboAt(this->X, this->Y-16)] = open_b; } if(open_c > 0){ Screen->ComboD[ComboAt(this->X+16, this->Y-16)] = open_c; } if(open_d > 0){ Screen->ComboD[ComboAt(this->X+16, this->Y)] = open_d; } Quit(); } else if((Link->PressA) && (type == 2)){ Link->SwordJinx; Link->InputA = false; Link->PressA = false; Game->PlaySound(KNOCK); WaitNoAction(66); if(Link->Item[check]){ Game->PlaySound(OPENING_SFX); WaitNoAction(24); if(open_a > 0){ Screen->ComboD[ComboAt(this->X, this->Y)] = open_a; } if(open_b > 0){ Screen->ComboD[ComboAt(this->X, this->Y-16)] = open_b; } if(open_c > 0){ Screen->ComboD[ComboAt(this->X+16, this->Y-16)] = open_c; } if(open_d > 0){ Screen->ComboD[ComboAt(this->X+16, this->Y)] = open_d; } Quit(); } else{ Screen->Message(msg); } } else if((Link->PressA) && (type == 3)){ Link->SwordJinx; Link->InputA = false; Link->PressA = false; Game->PlaySound(KNOCK); WaitNoAction(66); if(ComboFI(Link->X+8, Link->Y+12, check)){ Game->PlaySound(OPENING_SFX); WaitNoAction(24); if(open_a > 0){ Screen->ComboD[ComboAt(this->X, this->Y)] = open_a; } if(open_b > 0){ Screen->ComboD[ComboAt(this->X, this->Y-16)] = open_b; } if(open_c > 0){ Screen->ComboD[ComboAt(this->X+16, this->Y-16)] = open_c; } if(open_d > 0){ Screen->ComboD[ComboAt(this->X+16, this->Y)] = open_d; } Quit(); } else{ Screen->Message(msg); } } else if((Link->PressA) && (type == 4)){ Link->SwordJinx; Link->InputA = false; Link->PressA = false; Game->PlaySound(KNOCK); WaitNoAction(66); if(Game->Counter[counter] > check){ Game->PlaySound(OPENING_SFX); WaitNoAction(24); if(open_a > 0){ Screen->ComboD[ComboAt(this->X, this->Y)] = open_a; } if(open_b > 0){ Screen->ComboD[ComboAt(this->X, this->Y-16)] = open_b; } if(open_c > 0){ Screen->ComboD[ComboAt(this->X+16, this->Y-16)] = open_c; } if(open_d > 0){ Screen->ComboD[ComboAt(this->X+16, this->Y)] = open_d; } Quit(); } else{ Screen->Message(msg); } } } Waitframe(); } } }