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Illusionary Combo

2 replies · 2,085 views · Started 31 August 2007

...a.k.a the Glamour script.

//
// "Glamour"
// When the seemingly solid FFC is approached, it turns translucent and fades away.
// Flags:
// * Run Script on Screen Init
//
ffc script Glamour {
void run() {
// First: hide the combo underneath while scrolling in.
int combo = ComboAt(this->X, this->Y);
int under = Screen->ComboD[combo];
Screen->ComboD[combo] = this->Data;
Waitframe();
Screen->ComboD[combo] = under;

// Next: the trickery.
while (true) {
Waitframe();
this->Flags[FFCF_CHANGER] = (Abs(this->X - Link->X) < 10 && Abs(this->Y - Link->Y) < 15);
this->Flags[FFCF_TRANS] = (Abs(this->X - Link->X+8) < 20 && Abs(this->Y - Link->Y+8) < 25);
}
}
}


Tuning: Replace "10", "15", "20" and "25" with larger numbers to increase the radius of the effect.

Ideas for usage:

* Attach to an FFC that has the appearance of a solid block. When Link walks right next to the block, it turns translucent, then vanishes.
* Attach to an FFC that has the appearance of a floor tile, and place it over a spiked combo. Link won't be able to see the spikes until he walks just next to them.

Neat. But would it be possible to make it where the lens of truth sees through the fake combo?

I love this. Simple, elegant. Lends itself well to a quest designer figuring out something interesting to do with it. For example, carrying the lantern through a dark room.