Hrmmm
Right ok. Well how does that mesh with the hoverboots then?
I think I'm just going to have to experiment and change things around really arent I.
All my script does is give Link a LTM item that changes his walking sprites to using the Roc's Cape whilst he's using the hoverboots
http://www.youtube.com/watch?v=7ZRNcXvUi1E
Code:
if(usecape == 1){
timer3++;
if(timer3 == 15){switch2 = 1;}
if(switch2 == 1 && Link->Z > 18){
Link->Item[cape] = true;
timer2++;
Link->InputA = false; Link->InputB = false;
if(Link->Z <18){usecape = 0; Link->Item[cape] = false; switch2 = 0; timer2 = 0; timer3 = 0;}
if(timer2 == 60){usecape = 0; Link->Item[cape] = false; switch2 = 0; timer2 = 0; timer3 = 0;}
}
}
It's only really a few lines so I'll go fix it in due course.
Which will wait until you've finished messing with how it interacts with the gravity, because I don't really want to have to change it again.
The jumping layer threshold is really great though, thanks for that.