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Thread: Pits?

  1. #1
    Lynel
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    Pits?

    Hello. This seems simple enough, and it is doable without scripts, though it can be a bit tedious. Basically, I need something that acts like a AlttP pit. Basically, it is a one heart damage combo that doesn't knock you back, and it warps you to the entrance of the room. Normally, the edge of the pit wold be okay (See GB Zelda games), but in the way I'm using them, this would cause the player to get stuck since they are near conveyer belts.

    If anyone has one, or could whip one up, I'd be great full. Unfortunately, I know nothing about scripting, but maybe it can be done by altering already existing scripts for damage comboes, and warps?

    Thank you.

  2. #2
    Wizrobe
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    Re: Pits?

    http://www.armageddongames.net/forum...d.php?t=101029

    This is your simple gameboy style pit script. All you would have to do is set it to warp you to the same room and put the continue square in the doorway.
    Quote Originally Posted by rock_nog View Post
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  3. #3
    Lynel
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    Re: Pits?

    Thank you. How would I add this to a quest, and apply it to a tile? And before I try, is this already in NeoFirst? IF it is how would I use it?

    I have never ever used any thing having to do with scripting so sorry for the n00bishness >.>

  4. #4
    Developer
    ZC Developer

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    Re: Pits?

    NeoFirst doesn't have falling Link tiles yet.

    Here's a slightly smaller untested script that I am likely to use in NeoFirst:
    Code:
    // The flag CF_SCRIPT1 denotes a pit.
    
    ffc script BottomlessPit {
        void run(int fallingtile, int sfx) {
            int timer = 0;    
            while(true) {
                if(Screen->ComboF[ComboAt(Link->X+8, Link->Y+8)] == CF_SCRIPT1 && Link->Z == 0) {
                    timer+=1;
                    if(Link->Action != LA_DROWNING) {
                      Link->Action = LA_DROWNING; // Link is automatically invisible on non-water tiles.
                      Game->PlaySound(sfx);
                    }
                    Screen->DrawTile(2, x, y, fallingtile + Floor(timer/8), 1, 1, 6, 1, 0, 0, 0, 0, true, 128);
                }
                else 
                  timer = 0;
                Waitframe();
            }
        }
    }

  5. #5
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    ZC Developer

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    Re: Pits?

    Or maybe you could just use water tiles for the moment, under the assumption that Link doesn't have the Flippers.

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