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Russ
11-11-2007, 01:41 AM
Is it possible to have a script trigger the activation of a flag? I had an idea for a really simple bombchu item, but it won't do much good if it can't be used to activate bomb flags. Also, can a script be used to acess weapon animation (e.g. bomb explosion sprites)?

Gleeok
11-14-2007, 09:37 AM
//Combo flags. Use with Screen->ComboF[]
const int CF_NONE = 0;
const int CF_PUSHUPDOWN = 1;
const int CF_PUSH4WAY = 2;


I don't know. I assumed these were read only. :shrug:

C-Dawg
11-14-2007, 11:04 AM
There is no way to directly trigger screen secrets. However, a script can:

(1) change combos on the screen directly with Screen->ComboD[x];
(2) kill off a trigger enemy trigger->HP=0;
(3) warp link to another screen.

You can use these to simulate or indirectly trigger secrets.

Russ
11-14-2007, 12:26 PM
But I need the bombchu item to be able to activate bomb flags. It wouldn't make much sense for bombchus to be unable to blow up things that bombs can. So it would be possible to tell it to change a certain combo to another one when it hits it, right?

C-Dawg
11-14-2007, 04:09 PM
Sure. Instead of using bomb flags, you can hard code the COMBO NUMBER of all of your bombable combos. The bombchu ffc "explosition" could then change any such combos in the blast radius to something else. The script can handle playing the secret noise, too.

You'd want to change the flags on the combos, too. Otherwise a normal bomb will still trigger the secret ding even after the bombchu had changed the combo!

Joe123
11-14-2007, 06:46 PM
unless you told the bombchu to also change the flag