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Thread: Spike trap

  1. #1
    a.k.a. Zephlon Arphanosh Mega Link's Avatar
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    Spike trap

    I need a script that will make spikes (specified with a flag) popup after crossing them (stepping on, then off). Please make the the flag and combo# constant, not D0 & D1.

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    Re: Spike trap

    Surely that's what the 'Step->Next' combotype is for?

  3. #3
    Lynel
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    Re: Spike trap

    Unless I'm mistaken, that's exactly what it's for.

    1. Create your trap combo, and the spike combo.
    2. Make the trap a Step->Next.
    3. If you're feeling saucy, have the spike cycle back to the trap.

    Unless he's asking for a trap that turns into spikes after its stepped on.

    Incidentally,

    Quote Originally Posted by Mega Link View Post
    I need a script that will make spikes (specified with a flag) popup after crossing them (stepping on, then off). Please make the the flag and combo# constant, not D0 & D1.
    If I were going to implement this script, I wouldn't use flags. I would have a list of "trap" combos, to which I would add one when triggered (eg, combo 3325 -> 3326).
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    a.k.a. Zephlon Arphanosh Mega Link's Avatar
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    Re: Spike trap

    Quote Originally Posted by pkmnfrk View Post
    Unless he's asking for a trap that turns into spikes after its stepped on.
    Yes, and also I don't think Step->Next Combos are permanent. Permanentness is very important to make sure that the player can't backtrack and use a key where it's not supposed to be used.

    Quote Originally Posted by pkmnfrk View Post
    If I were going to implement this script, I wouldn't use flags. I would have a list of "trap" combos, to which I would add one when triggered (eg, combo 3325 -> 3326).
    Ok. You know more about Zscript than I do.

  5. #5
    Lynel
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    Re: Spike trap

    Well, a script wouldn't be any more permanent than a Step->Next combo. What you want to do is add a Trigger (Permanent) combo after the spike trap, and set secret combos so that when Link steps on the trigger, the spikes come up. That way, it would stay like that for ever.

    (Also, the "Treat as Room" screen flag would help)
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  6. #6
    a.k.a. Zephlon Arphanosh Mega Link's Avatar
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    Re: Spike trap

    Quote Originally Posted by pkmnfrk View Post
    Well, a script wouldn't be any more permanent than a Step->Next combo.
    What if it accesses a global variable?

    Quote Originally Posted by pkmnfrk View Post
    What you want to do is add a Trigger (Permanent) combo after the spike trap, and set secret combos so that when Link steps on the trigger, the spikes come up. That way, it would stay like that for ever.
    Ok, but the problem with Triggers is that you can touch only the top part of the combo to avoid it.

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    Re: Spike trap

    Shame global arrays don't save properly really isn't it.
    Spose you could use binary though.

  8. #8
    Lynel
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    Re: Spike trap

    Quote Originally Posted by Mega Link View Post
    What if it accesses a global variable?
    You could use Screen->D[whatever] if you wanted, I suppose.

    Quote Originally Posted by Mega Link View Post
    Ok, but the problem with Triggers is that you can touch only the top part of the combo to avoid it.
    Does the... uh... sensitive combo rule (I forget what it's called ATM) fix this?
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  9. #9
    Octorok sps999's Avatar
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    Re: Spike trap

    There are 2 trigger combos, 1 of them is just a normal trigger, labled Temporary and Permanent. The other is a combo, labeled sensitive Temporary and sensitive Permanent. The sensative ones affect link even when he tries to Cheat across the top.

  10. #10
    a.k.a. Zephlon Arphanosh Mega Link's Avatar
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    Re: Spike trap

    Thanks, I forgot about sensitive triggers!

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