User Tag List

Page 1 of 2 1 2 LastLast
Results 1 to 10 of 13

Thread: *Doomsday* Script

  1. #1
    The Time-Loop Continues ZC Developer
    Gleeok's Avatar
    Join Date
    Apr 2007
    Posts
    4,826
    Mentioned
    259 Post(s)
    Tagged
    10 Thread(s)
    vBActivity - Stats
    Points
    12,959
    Level
    33
    vBActivity - Bars
    Lv. Percent
    26.21%

    *Doomsday* Script

    Are you tired of spending too much time playing ZC? Those 20+ hour quests can be very time consuming. Wouldn't you like your own personal apocalypse to tell you when you've had enough, and it's time to go out and get some sunlight?...well here it is.


    Code:
    int doom = 10800;  // 1 = one second
    
    int sec_combo = 9000;    // combos used for seconds. 9000 + 59, change to any combo you like
    int min_combo = 9060;     // combos used for minutes. ditto
    int hour_combo = 9120;   //combos used for hours. ditto
    int sec_count = 0;
    int min_count = 0;
    int hour_count = 0;
    
    global script Doomsday{
    
    	void run(){
    
    		ffc hour = Screen->LoadFFC(30);   // loads ffc's 30-32 *DO NOT USE FFC'S 30-32 FOR ANYTHING ELSE!*
    		ffc minutes = Screen->LoadFFC(31);
    		ffc seconds = Screen->LoadFFC(32);
    		
    
    		while(true){
    
    			seconds->Data = sec_combo;
    			minutes->Data = min_combo;
    			hour->Data = hour_combo;			
    			hour->X = 208;
    			hour->Y = 0;
    			minutes->X = 224;
    			minutes->Y = 0;
    			seconds->X = 240;
    			seconds->Y = 0;
    			if (doom >=1){
    				Waitframes(60);
    				doom--;
    				sec_count++;
    				sec_combo++;
    				if (sec_count == 60){
    					sec_count = 0;
    					sec_combo = 9000;
    					min_combo++;
    					min_count++;
    				}
    				if (min_count == 60){
    					min_count = 0;
    					min_combo = 9060;
    					hour_count++;
    					hour_combo++;
    				}
     
    			} else {
    				Link->PitWarp(255,00);  // do as you will with these:
    				Game->PlaySound(27); // ..when time is up!
    				Waitframes(1800);
    				Quit();
    			}
    		}
    	}
    }

    How it works:

    It creates an ffc timer in the upper-right corner of th screen. No, don't worry. No ffc setup is required...in fact, no setup of any kind is needed once you load it into the 2cd global script slot. :)

    The "timer" is currently set to use combos 9000 to 9122, and any extra hours you may want to add. For example: Setting combo 9000 to a tile with the graphic "59", and combo 9060 also to "59", and 9120 to "2", will result in the display in the corner of the screen to read: 2:59:59.

    Every second of gameplay "int doom" becomes minus one, resulting in(you guessed it) a countdown. 2:59:58.........2:59:57....etc. It is currently set at 10800,(that's 10800 seconds) feel free to change it to whatever you want. -Note that the combos currently use cset 0, because ...well, I have no idea what your palette looks like. :p

    When the time is up, ...oops! no more saved game, you'll have to start over. Of coarse you don't have to be as sinister about it as me, you can do whatever you like at this point. It's set to warp Link to Dmap255 as is, so you may want to change that as well.

    Oh, ...and one more thing. It carries over continues and quits. ..but hey, what's the rush? It's not the end of the world.
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  2. #2
    Octorok
    Join Date
    Mar 2006
    Posts
    271
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    1,624
    Level
    13
    vBActivity - Bars
    Lv. Percent
    54.8%

    Re: *Doomsday* Script

    You are a friggin' god. :freak:

  3. #3
    On top of the world ShadowTiger's Avatar
    Join Date
    Jun 2002
    Location
    Southeastern New York
    Posts
    12,231
    Mentioned
    31 Post(s)
    Tagged
    3 Thread(s)
    vBActivity - Stats
    Points
    29,579
    Level
    46
    vBActivity - Bars
    Lv. Percent
    60.35%
    Achievements It's over 9000!

    Re: *Doomsday* Script

    No, you're a bastard. I can just see you with one of those evil scientist mustaches and a villain-like tophat, going "Muwahahaha."

    .. er .. no, not the tophat. The villain.

  4. #4
    Wizrobe
    Join Date
    Dec 2006
    Age
    29
    Posts
    3,693
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    8,935
    Level
    28
    vBActivity - Bars
    Lv. Percent
    42.97%

    Re: *Doomsday* Script

    Finally, a coutdown timer script. Is it possible to have this script only apply to certain dmaps?


    I can just see you with one of those evil scientist mustaches and a villain-like tophat, going "Muwahahaha."

    .. er .. no, not the tophat. The villain.
    Stange, I can see him like that but with the tophat laughing. But seriously, this script is evil. Remind me to avoid your quest when it comes out. I can only take so much evil in a single .qst file.
    Quote Originally Posted by rock_nog View Post
    Well of course eveything's closed for Easter - don't you know of the great Easter tradition of people barricading themselves up to protect themselves from the return of Zombie Christ?


  5. #5
    Quest Builder Anarchy_Balsac's Avatar
    Join Date
    Nov 2005
    Posts
    751
    Mentioned
    11 Post(s)
    Tagged
    2 Thread(s)
    vBActivity - Stats
    Points
    2,593
    Level
    16
    vBActivity - Bars
    Lv. Percent
    64.23%

    Re: *Doomsday* Script

    I thought about requesting one of those for link paradox, as with the plot it would make perfect sense. I decided it would have been cruel to make them lose their save when they're on, say, level 15. So in the end, I didn't request it.

  6. #6
    The Time-Loop Continues ZC Developer
    Gleeok's Avatar
    Join Date
    Apr 2007
    Posts
    4,826
    Mentioned
    259 Post(s)
    Tagged
    10 Thread(s)
    vBActivity - Stats
    Points
    12,959
    Level
    33
    vBActivity - Bars
    Lv. Percent
    26.21%

    Re: *Doomsday* Script

    Quote Originally Posted by russadwan View Post
    Is it possible to have this script only apply to certain dmaps?
    Yeah, I figured people would want a temp version. Check back later, i'm in a bit of a rush right now. I'll put it up today though.

    I can only take so much evil in a single .qst file.
    Well think of it this way....Mwahahahahahahahaaaa!!!! yes, yes....excellent.....
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  7. #7
    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: *Doomsday* Script

    Gleeok, you should make a few modifications so the others can use this script for what they need:

    (1) Add some sort of reset and activation variables. This is so that in-game events can trigger the timer starting and stopping, or resetting.

    (2) Make it more clear (with comments?) where the player needs to put what happens when the timer counts out.

    The only problem with this script (and it's only a problem if you're using FFC scripts on every screen!) is that it will eat up three of your FFCs for the whole quest. And we only get 32 per screen. This is already a huge problem for large custom bosses with alot of projectiles.

  8. #8
    The Time-Loop Continues ZC Developer
    Gleeok's Avatar
    Join Date
    Apr 2007
    Posts
    4,826
    Mentioned
    259 Post(s)
    Tagged
    10 Thread(s)
    vBActivity - Stats
    Points
    12,959
    Level
    33
    vBActivity - Bars
    Lv. Percent
    26.21%

    Re: *Doomsday* Script

    OK, here's the ffc version. Use "carry over ffc" with this, and just set the screen flag "No carry-over ffc's" if Link gets there on time.

    Code:
    //=========================================================
    //D0 - amount of time, in seconds, before time expires
    //D1 - hours combo
    //D2 - minutes combo. (+59 * IT WILL +1 FOR EVERY MINUTE)
    //D2 - seconds combos. -again, +59!
    //D3 - destination Dmap for warp if time is up!
    //=========================================================
    
    ffc script Timebomb{
    
    	void run(int time_clock, int hour_combo, int min_combo, int sec_combo, int dest){
    
    		int doom = time_clock;
    
    		int sec_count = 0;
    		int min_count = 0;
    		int hour_count = 0;
    		ffc hour = Screen->LoadFFC(30);
    		ffc minutes = Screen->LoadFFC(31);
    		ffc seconds = Screen->LoadFFC(32);
    
    		minutes->Data = min_combo;
    		hour->Data = hour_combo;
    
    		while(true){
    			if (doom >=1){
    				Waitframes(60);
    				doom--;
    				sec_count++;
    				sec_combo++;
    				seconds->Data = sec_combo;
    				if (sec_count == 60){
    					sec_count = 0;
    					sec_combo = 9000;
    					min_combo++;
    					min_count++;
    					minutes->Data = min_combo;
    				}
    				if (min_count == 60){
    					min_count = 0;
    					min_combo = 9080;
    					hour_count++;
    					hour_combo++;
    					hour->Data = hour_combo;
    				}
     
    			} else {
    				Link->Pitwarp(dest,00); // change destination here
    				Game->PlaySound(n); // insert sfx here
    				Waitframes(600); 
    				Link->HP = 0;  // kills link :0 
    				Quit();
    			}
    		}
    	}
    }
    *IMPORTANT*
    There are now variables, meaning you can use this script for different things, and each is unique.

    D0 - time in seconds
    D1 - combos used for hours
    D2 - minutes
    D3 - seconds.....

    Whatever combos you wish to use be aware that it will use that combo plus 1 for every change in hour, minute, second respectively.

    D4 - Dmap to warp to. self explanitory.



    (2) Make it more clear (with comments?) where the player needs to put what happens when the timer counts out.
    Yes well there was some problems with the site earlier, and it's a miracle this was even posted, but look....there they are.

    The only problem with this script (and it's only a problem if you're using FFC scripts on every screen!) is that it will eat up three of your FFCs for the whole quest. And we only get 32 per screen. This is already a huge problem for large custom bosses with alot of projectiles.
    Well it's gonna be a problem for any script-heavy quest but it's not a big one. Especially if you plan out what ffc is going to be used for what. For example: 30-32 used for global. 1-19 used for misc + custom enemies, bosses, and projectiles(that's actually plenty), and 25-29 for Link or items. That still leaves me with slots 20-24 unused at any given time. I'd say it's plenty.


    *EDIT* Forgot to mention that this will NOT carry over saves, quits, or continues...Have fun!
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  9. #9
    Wizrobe
    Join Date
    Dec 2006
    Age
    29
    Posts
    3,693
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    8,935
    Level
    28
    vBActivity - Bars
    Lv. Percent
    42.97%

    Re: *Doomsday* Script

    Finally! The perfect script! But what do you mean when you say it won't carry over saves, quits, or continues?
    Quote Originally Posted by rock_nog View Post
    Well of course eveything's closed for Easter - don't you know of the great Easter tradition of people barricading themselves up to protect themselves from the return of Zombie Christ?


  10. #10
    Quest Builder Anarchy_Balsac's Avatar
    Join Date
    Nov 2005
    Posts
    751
    Mentioned
    11 Post(s)
    Tagged
    2 Thread(s)
    vBActivity - Stats
    Points
    2,593
    Level
    16
    vBActivity - Bars
    Lv. Percent
    64.23%

    Re: *Doomsday* Script

    He means that the timer resets when those happen.

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