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Thread: Mystery Dungeon Script ;p [help wanted]

  1. #31
    The Time-Loop Continues ZC Developer
    Gleeok's Avatar
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    Re: Mystery Dungeon Script ;p [help wanted]

    I don't understand. The way script warps were explained was (dmap,screen). If I do anything besides (10,32) for example it doesn't compile. I am horrible at hex but I thought hex is increments of 15 but there are 16x8 collections of screens on one map. In the tile or side warp menu if you want to warp to screen 20, you simply type in 20. What do you set it to in script, 1f???

    You're under no obligation to use hex, warping to screen 0x10 is the same as warping to screen 16.
    I'm completely lost here, unless the x, in 0x10 does something. (again ) in my script the or statements are 01-77. Hmm, so f ==15, and 10 ==16. So 1f ==31 and 20 == 32. so screen 20 == 14...WTF ever...i'm no programmer. ...I think that's right at least.

    Warping outside the dungeon dmap 8x8 grid is not really an option because it does not map the rooms and the link minimarker is way off the screen. Of course I have the dmap offset slider thingy set at o also.


    EDIT: Well...let me put it this way;

    xxxxxxxxoooooooo
    xxxxxxxxoooooooo
    xxxxxxxxoooooooo
    xxxxxxxxoooooooo
    xxxxxxxxoooooooo
    xxxxxxxxoooooooo
    xxxxxxxxoooooooo
    xxxxxxxxoooooooo

    x == we wan't to warp there.
    o == Bad! very bad!

    I guess I am still understanding that o's are 8-f, which apperently is false.


    EDIT: I have given up on any sort of warp script. I worked up some others and no longer need it. If anyone needs it just alter one of the scripts posted in this thread.
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  2. #32
    Octorok
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    Re: Mystery Dungeon Script ;p [help wanted]

    I think I understand what is going on here, first of all do I understand correctly that you want to warp anywhere(randomly) within an 8x8 DMap. if so this code should work for you: (if I understand DMaps correctly, have not experminted with them in a loooong time)

    Code:
    ffc script Dmap_Pit{
    
            void run (int shit, int dung, int me){
    
                    int damn = Rand(shit);
                    me = Rand(64);
    if (damn == 0) {Link->PitWarp(dung,me);}
    }
    }
    that modification should be all you need.

    simple trick to get hex conversions, open your (i assume you use windows) calc.exe and switch view to scientific, type in the (decimal) number you want to covert and click the radio button 'HEX' instant conversion :)
    Code:
    Decimal      Hex
    0-9           0-9
    10              A
    11              B
    12              C
    13              D
    14              E
    15              F
    http://en.wikipedia.org/wiki/Hexidecimal

    Just some stuff to help you understand hex, it is useful to know if you program.

    and, the 0x is just a prefix to tell the compiler to use a hex number not a decimal number it does not do anything except that.

  3. #33
    The Time-Loop Continues ZC Developer
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    Re: Mystery Dungeon Script ;p [help wanted]

    OK, some more idea's i'm working with.

    1)

    Code:
    //==========================================================
    // FFC SCRIPT *TIMETWISTER*
    // This will reset all Link data to zero
    //==========================================================
    ffc script timetwister{
    
    	void run(){
    		int i;
    		for (i = 1; i < 255; i ++) {
    			if (Link->Item[i] == true){
    				Link->Item[i] = false;
    			}
    		}
    	Link->HP = 16;
    	Link->MaxHP = 16;
    	Link->MP = 0;
    	Link->MaxMP = 0; 
    	Game->Counter[CR_RUPEES] = 0;
    	Game->Counter[CR_BOMBS] = 0;
    	Game->Counter[CR_SBOMBS] = 0;
    	Game->Counter[CR_ARROWS] = 0;
    	Game->Counter[CR_KEYS] = 0;
    	}
    }
    ..Pretty mean of me eh?


    And 2)
    ...It occured to me that no one has been using the npc->weapon! Therefore I am uncertain if i'm going about it right. But it's pretty nifty for a mystery dungeon to have enemies with mystery weapons!!
    ....anyway,

    Code:
    ffc script giveweapons{
    	void run(){
    		int ouchie;
    		for (ouchy = 1; ouchy <= 10; ouchy ++){
    			uh_oh[ouchy] = Screen->LoadNPC(ouchy);
    			uh_oh[ouchy] = npc->Weapon(32 + ouchy);
    		}
    	}
    }
    *NOTE* This is incomplete and will likely crash ZC. (just a warning)

    Also, the use of npc->weapons could be used (if it works) for ffc enemies, and ffc bosses. It's got some potential, and another version would be to use D0-D7 as the weapon values.



    *EDIT*

    Wow, I just had another awesome idea:
    You can change a bosses weapon every xxx seconds!

    Code:
    ffc script multiballs!!!{
    	void run(){
    		int shift = 33
    		while(true){
    			if(Screen->LoadNPC(1) HP >= 1){
    				//give hime more weapons!!!
    				shift = 41
    				Waitframes(300);
    			}
    			if(Screen->LoadNPC(1) HP >= 1){
    				npc->Weapon = shift;
    				shift = 34;
    				Waitframes(300);
    I just need to recheck the implementation fo npc->Weapon....anyone know it already?

    Also I put int shift in for future a script, likely used with a void run( int) or some other stuff.

    -Oh, and what key on the keyboard is l l ?? *this is not a joke...l comes out as L's in notepad...
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