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Thread: Discuss FF Combo Scripting Ideas HERE

  1. #11
    Administrator DarkDragon's Avatar
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    Re: Discuss FF Combo Scripting Ideas HERE

    Yes, I've whipped out Ye Olde Flex&Bison and so the next beta will hopefully let you specify scripts in C-like syntax (with high level features like loops, function calls, etc.) Thus if you have any suggestions for what should go in the high-level language, please let me know.

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    Octorok Master_of_Power's Avatar
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    Re: Discuss FF Combo Scripting Ideas HERE

    detect link works? I thought it didn't... bah my eyes suck >_>;
    Keeping something big a secret, in case it doesn't work out I can understand.
    But he deliberatly drops little hints just to drive us mad.

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    Wizrobe Freedom's Avatar
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    Re: Discuss FF Combo Scripting Ideas HERE

    Anyone come up with the idea to have a pool of some general scripts that people can grab and use?
    :O)

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    On top of the world ShadowTiger's Avatar
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    Re: Discuss FF Combo Scripting Ideas HERE

    Perhaps an automatic scripter that analyzes what you're typing, and provides the proper input based on what you've typed. For example: (And pretend the ____ is four spaces.)



    ____SETV d0,100 <-- Correct Sets variable d to 100
    ____SETV dx,1 <-- Unknown
    ____SETV yd,1 <-- Correct Sets vertical speed to 1 - down
    ____WATFRAME <-- Unknown
    ____SUBV d0,1 <-- Correct Subtracts 1 from variable 0
    ____COMPAREV d0,0 <-- Correct Compares variable 0 to 0
    ____GOTOTRUE 9 <-- Correct Goes to line 9 in the script
    ____GOTO4 <-- Syntax Error
    ____SETV d,100 <-- Missing Variable
    ____SETV xd-1 <-- Missing Component
    ____SETV yd,-1 <-- Correct Sets vertical speed to -1 - up
    ____WAITFRAME <-- Correct Waits (Or whatever this does...)
    ____SUBV d0,1 <-- Correct Subtracts 1 from variable 0
    ____COMPARE d0,0 <-- Missing Component
    ____GOTOTRUE 1 <-- Correct Goes to line 1 in the script if the above value is true
    ____GOTO 12 <-- Correct Goes to line 12 in the script
    ____QUIT <-- Correct Quits the script


    By "Automatic," I mean it'll mark up each line as you make it to make sure you're not making any errors as you type, and would also provide a description of what you're doing in layman's terms.


    Quote Originally Posted by Freedom
    Anyone come up with the idea to have a pool of some general scripts that people can grab and use?
    I, for one, would relish such a thing. I'll be thinking about this quite a bit over the coming weeks in my spare time. A few brave souls can indeed make a world of difference in making FF Scripting easier for everyone. Thankfully, comments are indeed allowed in FF Scripting. It's just a matter of seeing how it all works, as well as why.

  5. #15
    Gibdo beefster09's Avatar
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    Re: Discuss FF Combo Scripting Ideas HERE

    What about sound and lists/sequences (or whatever they are in C)
    Avatar: Just who the SPAAAACE do you think I am?

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    OMNOMNOM 4matsy's Avatar
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    Re: Discuss FF Combo Scripting Ideas HERE

    Okay, so I fired up beta 12c and attempted to make a simple homing trap. W00t. :p
    Code:
     SETV xd,0       ; clear x speed
     SETV yd,0       ; clear y speed
     COMPARER ly,y   ; check if link is above/below trap
     GOTOTRUE 9      ; if link y = trap y, skip <> checks because no up/down speeds need to be set
     GOTOMORE 8      ; if link y > trap y, skip next 2 lines
     SETV yd,-0.5    ; link y < trap y, so trap moves up
     GOTO 9          ; skip next line
     SETV yd,0.5     ; link y > trap y, so trap moves down
     COMPARER lx,x   ; check if link is to left/right of trap
     GOTOTRUE 15     ; if link x = trap x, skip <> checks because no left/right speeds need to be set
     GOTOMORE 14     ; if link x > trap x, skip next 2 lines
     SETV xd,-0.5    ; link x < trap x, so trap moves left
     GOTO 15         ; skip next line
     SETV xd,0.5     ; link x > trap x, so trap moves right
     WAITFRAME       ; to give the trap time to move :p
     GOTO 1          ; reset the speeds to 0 and pick new direction
     QUIT            ; self-explanatory. :)
    I'm having two weird problems with this, though:

    1.
    Although I didn't seem to break the comment syntax (as specified in jman's post in the beta 12 thread), the script won't work in ZQuest unless I remove the comments...if I try to load it with the comments intact, ZQuest hangs.

    2.
    The trap works perfectly with a speed of 1...unfortunately, this makes it near-impossible to outrun (as in...you can outrun it, but literally won't have time to do anything else ), and this is in a dungeon room with no solid blocks or anything (save for the walls themselves).
    However, if I lower the speed to 0.5, it quits working correctly.
    At that speed, it only goes down or right, or stands still if it's right on Link. Never moves up or left.
    This has stumped me quite a bit, since I don't see any logic problems in the script. Although I wouldn't be surprised if I missed something completely obvious, considering the maze of GOTOs I had to use to do the "equal, greater than, or less than" checks...
    "Walking around naked is a health issue. Forinstance, if you walk around naked and aren't a hot woman, people like me are a threat to your health when we start shooting at you."
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    Gibdo Praethus's Avatar
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    Re: Discuss FF Combo Scripting Ideas HERE

    Here is a homing trap script, if you want one.

    Code:
        SETV d0,0.5
    START WAITFRAME
        COMPARER lx,x
        GOTOMORE XMORE
        SUBR x,d0
        GOTO CHECKY
    XMORE ADDR x,d0
        GOTO CHECKY
    CHECKY COMPARER ly,y
        GOTOMORE YMORE
        SUBR y,d0
        GOTO START
    YMORE ADDR y,d0
        GOTO START
        QUIT
    It will follow Link around the screen at a speed of 0.5. If you want it at a different speed just change the value in the first line. This script really doesn't need to involve the speed registers. Just update the position of the trap every frame so that it is closer to Link.

    Also it's much easier to use labels for GOTO statements than to keep track of line numbers.

    I will be writing a FFScript tutorial very soon for those who don't really understand how to do it.

    Enjoy.
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    Re: Discuss FF Combo Scripting Ideas HERE

    That's quite good, but I feel that there should be GOTOTRUE checks as well so that it doesn't needlessly add and subtract 0.5 whenever Link happens to be on the same axis as it.
    Code:
    COMPARER lx,x
    GOTOLESS 11; if lx < x, x -= 0.5
    GOTOTRUE 5
    ADDV x,0.5; if lx > x, x += 0.5
    COMPARER ly,y
    GOTOLESS 13; if ly < y, y -= 0.5
    GOTOTRUE 9
    ADDV y,0.5; if ly > y, y += 0.5
    WAITFRAME
    GOTO 1
    SUBV x,0.5
    GOTO 5
    SUBV y,0.5
    GOTO 9
    QUIT

  9. #19
    OMNOMNOM 4matsy's Avatar
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    Re: Discuss FF Combo Scripting Ideas HERE

    Quote Originally Posted by Praethus
    This script really doesn't need to involve the speed registers. Just update the position of the trap every frame so that it is closer to Link.
    ...

    Excuse me while I go bang my head on a wall repeatedly for not thinking of this obvious course of action.

    Seriously though, yours and _L_'s are much better...I was pretty sure there was an easier way to begin with, but couldn't figure out what it was...:p
    "Walking around naked is a health issue. Forinstance, if you walk around naked and aren't a hot woman, people like me are a threat to your health when we start shooting at you."
    -Mottzilla

  10. #20
    Wizrobe The_Amaster's Avatar
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    Re: Discuss FF Combo Scripting Ideas HERE

    Could someone please help me understand JMans Moving platform script, like how I change speed or direction. I have almost no understanding of the scripting.

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