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Scripts and Flags

5 replies · 1,806 views · Started 11 November 2007

Is it possible to have a script trigger the activation of a flag? I had an idea for a really simple bombchu item, but it won't do much good if it can't be used to activate bomb flags. Also, can a script be used to acess weapon animation (e.g. bomb explosion sprites)?

std.zh wrote://Combo flags. Use with Screen->ComboF[]
const int CF_NONE = 0;
const int CF_PUSHUPDOWN = 1;
const int CF_PUSH4WAY = 2;

I don't know. I assumed these were read only. :shrug:

There is no way to directly trigger screen secrets. However, a script can:

(1) change combos on the screen directly with Screen->ComboD[x];
(2) kill off a trigger enemy trigger->HP=0;
(3) warp link to another screen.

You can use these to simulate or indirectly trigger secrets.

But I need the bombchu item to be able to activate bomb flags. It wouldn't make much sense for bombchus to be unable to blow up things that bombs can. So it would be possible to tell it to change a certain combo to another one when it hits it, right?

Sure. Instead of using bomb flags, you can hard code the COMBO NUMBER of all of your bombable combos. The bombchu ffc "explosition" could then change any such combos in the blast radius to something else. The script can handle playing the secret noise, too.

You'd want to change the flags on the combos, too. Otherwise a normal bomb will still trigger the secret ding even after the bombchu had changed the combo!