OK, I've edited the script in the third post to dectect what combo Link's at much better now, so anyone who's using that one (I'm looking at you Russ) would probably want to update it.
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OK, I've edited the script in the third post to dectect what combo Link's at much better now, so anyone who's using that one (I'm looking at you Russ) would probably want to update it.
Okay, great. I assume you didn't see my edit, though. How do you get a combo's I.D. number? E.G. what makes the left statue number 11? And what number is slow walk?
Put the combo on the screen, then press 'Q' twice. It'll flag up it's combo ID number.
No need to use slow walk though, the script makes Link walk slower as it is.
I made it like this, so you can use a junk combo like Left Statue (which is 11 I think) which means that you can then use slow walk for something else on the screen.
You can also change how much it slows down Link, by editing the value of D0 ;)
And what number would be equal to the average slow walk combo's speed reduction number?
I have nooo idea. Sorry.
1 is the slowest, numbers higher than 1 slow down Link's speed less.
If you leave it as 0, it is set to 1 by default. Link cannot move if it is set to 0.
Link can't move when it is set to zero? This gives me an idea for a ffc boss. One that stuns Link and then attacks him. Maybe I could pair that with Gleeok's crab boss script. I can already see how evil it will be. :evil:Quote:
If you leave it as 0, it is set to 1 by default. Link cannot move if it is set to 0.
Anyways, thanks for the awesome scripts Joe.
You can stun Link much more easily than how that script does it.
Just put Link->InputUp = false; etc for all directions.