No, I'm in 16c. I'm not sure what the problem is.
I even tried it in ol' 16. Same error.
Printable View
No, I'm in 16c. I'm not sure what the problem is.
I even tried it in ol' 16. Same error.
O.o I have no clue what the problem is. You're probably specifying something invalid.
Or a dummy item you're not using for anything else.
PROTIP: Any item can be made "useable" or "selectable" in your sub-screen editor. So some items you might not be using for anything else, like the letter or something, can be made into a new custom item. At least until the z255 blank items are working properly.
SaiyanKirby, you can dowload 2.11 betas at shardstom.com. But note they can be stable, but they can also be extremely buggy.
There are 2 ways I can think of to do this.Quote:
By the way, do you have any idea how to delay the creation of the block? Currently, the way it stands, the block is made the instant you use the Cane, but in games that had the Cane, it appeared AFTER the Animation reached the point where the Cane is if front of Link...
1> Make a global varible (somthing like BLOCK_TIMER = -1) (I like to use all caps for global vars just a personal pref)
in the item script instead of createing tohe block stright foward just have the item script set the global varible to something other thatn -1 (the number of frames to wait)
Then make a global script that will actually create the block after the timer reaches 0
something like:
2>The other way would be to use a similar technique but instead of a global script use a FFC for the block itself (This may require an almost entire rewrite) But this could also achive Lttp style; just make the FFC damage enemies that are nearby (i wrote a simple script to do that). You can also make it explode into four parts with FFC's and a enemy damage script, and if you modify my pickup rock script you could lift and throw the block as well.Code:if (BLOCK_TIMER != -1) {
if (BLOCK_TIMER > 0) {
BLOCK_TIMER-=1;
Waitframe();
}
else {
BLOCK_TIMER = -1;
//Put script to create block here
}
}
Okay, I've finally worked up the confidence in ZScript to try importing this and...it works! Gloriously, it works. I love it. However, I do have one question. (This cna apply to anyone, not just Matthew)
I want the item to be useable everywhere, which raises the undercombo problem. Is there any way to somehow make the undercombo noexistent, or transparent, or something where I don't have to draw the ground for EVERY SCREEN on layers 1 or 2?
EDIT: And I just noticed a possible bug/mistake on my part. If you create a block, and then push it, you can create another block without removing the first.
Can't you do this with ComboAt?
Idea! Although in my ignorance of scripting, I have no idea weather it's plausable or not.
Is it posible to set it so that the script creates the block on level 1. What if one of the variables was a specially set aside(by the questmaker) blank screen soley for the purpose of layering the block. Then the undercombo doesn't matter.