Nimono
01-11-2007, 08:04 PM
I just noticed that Beta 16b allows us to attach scripts to items! Yay! I'm assuming the scripts will only activate when the item is used, but just in case it isn't, I'd appreciate a piece attached to my request that prevents the function from happening until the item is used. Anyways, my request...
Because of scripts, I take it it'd be possible to make a certain combo spawn 2 tiles in front of you in the direction you're facing when the script activates? And then destroy the combo and either spawn magic going in 4 directions or simply place it 2 tiles away from you in whatever direction you're facing? In other words, a Cane of Somaria script. And remember, it functioned differently in both LttP and OoA. If BOTH scripts are possible (one that removes said combo if it's already on the screen and spawns Magic (not enemy Magic) going in 4 directions, and one that removes said combo if one is already on-screen when the Cane is used and places it in the new location), I'd like them both. Out of the little Scripting knowledge I have, I'm sure you could remove the combo by first checking to see if a combo of the same ID is already present, but as for removing it... I have no idea if you can make push blocks work on Layers 1 and 2, or if the push flags will work inherently. If so, then that'd make it easier, as you could just place Combo 0 (Which SHOULD be a "transparent" combo) on its location. Sigh... I'm rambling. You get the idea. (Oh yeah, if you see any spelling errors, just ignore it- It's VERY hard to type using a laptop keyboard...)
Because of scripts, I take it it'd be possible to make a certain combo spawn 2 tiles in front of you in the direction you're facing when the script activates? And then destroy the combo and either spawn magic going in 4 directions or simply place it 2 tiles away from you in whatever direction you're facing? In other words, a Cane of Somaria script. And remember, it functioned differently in both LttP and OoA. If BOTH scripts are possible (one that removes said combo if it's already on the screen and spawns Magic (not enemy Magic) going in 4 directions, and one that removes said combo if one is already on-screen when the Cane is used and places it in the new location), I'd like them both. Out of the little Scripting knowledge I have, I'm sure you could remove the combo by first checking to see if a combo of the same ID is already present, but as for removing it... I have no idea if you can make push blocks work on Layers 1 and 2, or if the push flags will work inherently. If so, then that'd make it easier, as you could just place Combo 0 (Which SHOULD be a "transparent" combo) on its location. Sigh... I'm rambling. You get the idea. (Oh yeah, if you see any spelling errors, just ignore it- It's VERY hard to type using a laptop keyboard...)