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    items.zh

    https://dl.dropboxusercontent.com/u/...ripts/items.zh

    Updated link: https://1drv.ms/u/s!Anx-XGRXU_d2gsxpd1bZWFoFLq6x_Q

    Update 3/26/14
    -some function name fixes
    -added GetActiveEquipmentOfFamily()
    -added demo script EquipmentSlotX

    A header for managing and using Equipment as well as other item related functions.
    This is a header I have been working on for a while. It started out as just some functions I made for my quest but when interest in those functions grew(and the quest died) I decided to make it into a header. It is still a WIP. Also even though I am pretty sure there is no items.zh already the name could change if needed.

    The biggest part of this header is the ability to use Equipment on Inputs other than A and B. I wanted to make that very simple to do. I really want this to get plenty of testing so if you try it out please post some feedback. I am also sorry for it's state. Some organization, commenting, refining, and possibly renaming of some functions are still in order. I am also working on some example scripts to help people who are not scripters get some use out of this.

    This script allows you to use

    Use hardcoded equipment on all extra buttons: Show

    All Extra inputs including L & R have been hardcoded to use an item if acquired
    Code:
    import "items.zh"
    import "std.zh"
    
    global script UseEquipmentOnExInput{
        void run(){
            while(true){
                //UseEquipmentOnExInput(Ex1, Ex2, Ex3, Ex4, L, R);
                UseEquipmentOnExInput(I_CANDLE2, I_BRANG1, I_WAND, I_HOOKSHOT1, I_ARROW1, I_BOMB);
                Waitframe();
            }
        }
    }

    Use hardcode equipment on one button: Show

    Pressing Ex1 will use the Roc's Feather making Link Jump
    Code:
    import "items.zh"
    import "std.zh"
    
    global script UseEquipment{
    	void run(){
    		while(true){
    			ResetEquipment();
    			UseEquipmentOnInput(I_ROCSFEATHER, EQP_INPUT_EX1);
    			Waitframe();
    		}
    	}
    }


    Script that creates an Ex1 Equipment slot that functions like A and B
    This one is a little more involve. You will need to make a new equipment slot
    on you subscreen and then figure out the coordinates for Zscript and put it in the constants.
    To select equipment for Ex1 press L and R. Demo file
    Equipment Slot X: Show

    Code:
    import "items.zh"
    import "std.zh"
    
    const int XSLOT_X = 100;
    const int XSLOT_Y = -24;
    
    //Equipment Slot Ex1
    int EquipmentX[4];
    	const int EX1_ID 	= 0;
    	const int EX1_OLDID = 1;
    	const int EX1_TILE 	= 2;
    	const int EX1_CSET 	= 3;
    	
    
    global script EquipmentSlotX{
    	void run(){
    		
    		while(true){
    			ResetEquipment();
    			EquipmentX();
    			
    			Waitframe();
    		}
    	}
    	bool EquipmentXIsValid(){
    		return (EquipmentX[EX1_ID] > 0 && EquipmentX[EX1_ID] < 256);
    	}
    	void ShiftEquipmentX(int dir){
    		if(EquipmentXIsValid()){
    			int storeB = EquipmentB();				//save EquipmentB value
    			SwapEquipmentB(EquipmentX[EX1_ID]);		//Change EquipmentB to EquipmentX[EX1_ID]
    			Link->SelectBWeapon(dir);				//Adjust EquipmentB as directed
    			if(EquipmentB() == storeB)Link->SelectBWeapon(dir); //make sure we don't set X to B
    			EquipmentX[EX1_ID] = EquipmentB();		//set X
    			SwapEquipmentB(storeB);					//reset B
    		}
    	}
    	void UpdateEqupimentX(){
    		//Makes sure the value of EquipmentX is in inventory or another item of the same family is in inventory
    		if(EquipmentXIsValid()){
    			int get = GetActiveEquipment(EquipmentX[EX1_ID]); 			//Confirm EquipmentX or Equipment in the same family is in inventory
    			if(get == -1) get = GetActiveEquipmentOfFamily(EquipmentX[EX1_ID]); //Link does not have that Equipment try Equipment of Family
    			if(get == -1) EquipmentX[EX1_ID] = 0;						//Link does not have that Equipment 
    			else if(get != EquipmentX[EX1_ID]) EquipmentX[EX1_ID] = get; //Equipment found set it to X
    		}
    		
    		//If EquipmentX has no value
    		else if(CountActiveEquipment() > 2) {
    			EquipmentX[EX1_ID] = EquipmentB();
    		}
    		//change EquipmentX if it it already on A or B and we are not using EquipmentX
    		if( (EquipmentX[EX1_ID] == EquipmentB() || EquipmentX[EX1_ID] == EquipmentA())  && !Link->Misc[EQP_LINK_MISC]){
    			ShiftEquipmentX(DIR_RIGHT);			
    		}
    		//if EquipmentX has changed update draw variables
    		if(EquipmentX[EX1_ID] != EquipmentX[EX1_OLDID]){
    			GetItemTileAndCSet(EquipmentX[EX1_ID]);
    			EquipmentX[EX1_OLDID] = EquipmentX[EX1_ID];
    		}
    	}
    	//get tile and cset of our equipment to draw
    	void GetItemTileAndCSet(int it){
    		item get = Screen->CreateItem(it);
    		EquipmentX[EX1_CSET] = get->CSet;
    		EquipmentX[EX1_TILE] = get->Tile;
    		Remove(get);
    	}
    	void EquipmentX(){
    		//makes sure we have a good equipment ID and it's not a duplicate
    		UpdateEqupimentX();
    		//Press L or R to change EquipmentX
    		if(Link->PressL  && CanUseEquipment()) ShiftEquipmentX(DIR_LEFT);
    		else if(Link->PressR  && CanUseEquipment()) ShiftEquipmentX(DIR_RIGHT);
    		
    		
    		if(EquipmentXIsValid()){
    			//draw item tile to subscreen
    			Screen->FastTile(7, XSLOT_X, XSLOT_Y, EquipmentX[EX1_TILE], EquipmentX[EX1_CSET], 128);
    			//Use our equipment with with the right input
    			UseEquipmentOnInput(EquipmentX[EX1_ID], EQP_INPUT_EX1);
    		}
    	}
    }
    Last edited by SUCCESSOR; 10-09-2017 at 04:03 PM.

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