ShadowTiger
12-16-2006, 08:55 PM
I had an idea for a script which would take an FF combo that looks like a folded up rope, and when -three- tiers of secrets have been triggered on the screen, the rope would begin to magically unfurl itself to the right, creating a rather solid rope bridge-like structure in its wake.
I already have a fairly solid pseudocode for the bridge's unfurling, but I'm wondering how to go about the tiered secret ordeal in terms of the script. Perhaps I could create a little counter, and whenever the secrets are triggered, it adds one to that counter. When that counter equals three, a switch statement (Right?) will go to the function which will perform the operation I will force it to do at gunpoint.
So yeah, that was my question, really. The rest is just me showing off my fancy pseudocode in awkward paragraph format! :D
Now, since we're able to define certain variables ourselves within ZQuest, this will work wonderfully. A Freeform combo (Looks like curled up rope.) is stationed at a given point on the screen, say, in a sidescrolling area, resting on the final brick/combo of a ledge. By "on," I don't mean above. I mean, it occupies the same 16x16 pixel area of that combo you can stand on top of. When all three secrets are triggered, the FF combo begins to move to the right as it turns into the combo to its right, which features a graphic of the rope unraveling itself. It will move right in terms of sixteen pixel spaces at a time, done via yet another counter. This counter will be one of the user defined things. You can put in .. say .. 3, and it will set up a counter, moving it sixteen pixels to the right, incrementing the value of an internal variable until it reaches three, where it will either stop, or go to the next combo sixteen pixels over and transform that, depending on what you want it to do. You can also tell it which direction to move in. 1 is right, 2 is down, 3 is left, 4 is up.
I already have a fairly solid pseudocode for the bridge's unfurling, but I'm wondering how to go about the tiered secret ordeal in terms of the script. Perhaps I could create a little counter, and whenever the secrets are triggered, it adds one to that counter. When that counter equals three, a switch statement (Right?) will go to the function which will perform the operation I will force it to do at gunpoint.
So yeah, that was my question, really. The rest is just me showing off my fancy pseudocode in awkward paragraph format! :D
Now, since we're able to define certain variables ourselves within ZQuest, this will work wonderfully. A Freeform combo (Looks like curled up rope.) is stationed at a given point on the screen, say, in a sidescrolling area, resting on the final brick/combo of a ledge. By "on," I don't mean above. I mean, it occupies the same 16x16 pixel area of that combo you can stand on top of. When all three secrets are triggered, the FF combo begins to move to the right as it turns into the combo to its right, which features a graphic of the rope unraveling itself. It will move right in terms of sixteen pixel spaces at a time, done via yet another counter. This counter will be one of the user defined things. You can put in .. say .. 3, and it will set up a counter, moving it sixteen pixels to the right, incrementing the value of an internal variable until it reaches three, where it will either stop, or go to the next combo sixteen pixels over and transform that, depending on what you want it to do. You can also tell it which direction to move in. 1 is right, 2 is down, 3 is left, 4 is up.