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Thread: Scripts and Custom Items/Enemies

  1. #1
    Octorok
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    Scripts and Custom Items/Enemies

    Before custom items and enemies, ZScript simply had lists of all the Enemies and Items in a header file. With custom items and enemies, will ZScript be able to work with them? Two examples:

    Item: A screen that damages Link if he doesn't have an item. Link shouldn't be able to breathe underwater by default. I want to have a Lv2 Flippers that are functionally the same as the basic flippers, but are used for the underwater 'drowning' scripts. The L2 Flippers would have to be a custom item.

    Enemy: A script that looks for all the enemies of a certain type and gradually heals them. The enemies the script looks for would be custom.

    I'm certain something has been already planned for custom items/enemies, but I just wanted to make sure (or even find out if ZScript can already do this).
    Programmings my game because I program games.
    "Wait. You lost me at the part about the 'almost certain death'." - A quote I would love to make in an MMORPG.
    Disclaimer: Din's Fire does not make the user immune to the effects of lava. Do not use Din's Fire in mid-jump over a pool of lava. Death and severe burns will follow.

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    For Mac Build 1076 Windows Build 1082

  2. #2
    Octorok Master_of_Power's Avatar
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    Re: Scripts and Custom Items/Enemies

    all enemies and items are numbered, thus, it should still work, however, don't quote me on that
    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.

  3. #3
    Wizrobe C-Dawg's Avatar
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    Re: Scripts and Custom Items/Enemies

    You can already do this with FFC scripts, champ.

  4. #4
    Administrator DarkDragon's Avatar
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    Re: Scripts and Custom Items/Enemies

    Except the latter script; I don't believe there's a way to get the enemy ID of an enemy on the screen, because that information is erased when an enemy is created. That'll need to be added eventually.

    Also, note that the IDs in std.zh are the default ids of items and enemies; if you change them around in the item or enemy editor, you'll need to adjust your scripts accordingly.

  5. #5
    Wizrobe C-Dawg's Avatar
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    Re: Scripts and Custom Items/Enemies

    Well, you can't get the enemy ID of an enemy you put in the screen using the editor, but you CAN just make a script that spawns the enemies for you. Then keeping track of which one is at low health / dying should be very possible.

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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.
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