User Tag List

Results 1 to 6 of 6

Thread: Item Script Help

  1. #1
    Lynel Revfan9's Avatar
    Join Date
    Jun 2005
    Location
    In front of a screen. I never leave.
    Age
    31
    Posts
    1,160
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    3,390
    Level
    18
    vBActivity - Bars
    Lv. Percent
    71.05%

    Item Script Help

    Alright, thanks to some explanation from Jman, I sortof know how to work item scripts. However, I do not know how to change Link's tile for a specific item. What I want to do, is have Link's tile change to him playing the Ocarina whenever he plays it, and it stays there until the song is finished. Help?

  2. #2
    Developer
    ZC Developer
    jman2050's Avatar
    Join Date
    Jun 2001
    Location
    Do you really need to know
    Age
    37
    Posts
    3,883
    Mentioned
    8 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    5,709
    Level
    23
    vBActivity - Bars
    Lv. Percent
    46.18%

    Re: Item Script Help

    can't do it at the moment.
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

  3. #3
    Gel
    Join Date
    Jan 2007
    Age
    38
    Posts
    27
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    712
    Level
    9
    vBActivity - Bars
    Lv. Percent
    40.87%

    Re: Item Script Help

    Ooh! Although, maybe your script could create an ffc with 'draw over', at link's position? Would this cover Link?

    Come to think, if you were to have a global script always have that ffc on a screen, or perhaps you could even set link's tiles to completely empty ones...you could completely customize link. The FFC could span multiple tiles or use the drawing functions, too.

    You could react to any input or event you wanted with a different link! o_O

    That would be cool.

  4. #4
    Wizrobe C-Dawg's Avatar
    Join Date
    Jan 2002
    Posts
    4,205
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    6,611
    Level
    24
    vBActivity - Bars
    Lv. Percent
    99.9%

    Re: Item Script Help

    I actually just did that. I added a dashing script, where the FFC is on each screen. When the player holds R to dash, the FFC goes to his location and shows a little "speed" animation. Problem is, setting the draw over flag to true doesn't seem to actually draw the FFC over the player.

  5. #5
    Lynel Revfan9's Avatar
    Join Date
    Jun 2005
    Location
    In front of a screen. I never leave.
    Age
    31
    Posts
    1,160
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    3,390
    Level
    18
    vBActivity - Bars
    Lv. Percent
    71.05%

    Re: Item Script Help

    C-Dawg, "draw over" doesn't make the FFC go over Link, "Draw over" means that Link is drawn OVER the FFC. I think FFCs are above layer 6 by default.

    I guess it would be possible to have 2 FFCs on each screen, one going over Link, the other being the whistle, being invisible until it goes over Link, changing its combo. But that sounds tedious, and therefore I don't want to do it. Ah well.

    *adds "changing Link's animation" into script suggestion for item scripts*

  6. #6
    Is this the end?
    ZC Developer
    Saffith's Avatar
    Join Date
    Jan 2001
    Age
    41
    Posts
    3,389
    Mentioned
    178 Post(s)
    Tagged
    6 Thread(s)
    vBActivity - Stats
    Points
    6,433
    Level
    24
    vBActivity - Bars
    Lv. Percent
    70.07%

    Re: Item Script Help

    No, it's the other way around. FFCs are normally between layers 0 and 1; the "Draw Over" flag moves them higher up. Between layers 3 and 4, I think, but it might be 5 and 6. Link's drawn over them if the rule's unchecked.
    It must not work right to set it when the script's already running. I don't know how easy that would be to change... I suppose you could switch to a second FFC that had the flag checked from the beginning, though that seems rather silly.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
About us
Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
Social