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Sail Boat Script

3 replies · 1,502 views · Started 20 January 2008

Note: Text in blue needs to be a constant. Text in red needs to be an argument.

User posted image
The dock script:

If Link has the sail, then when he steps on the ffc (the dock), a list of unlocked islands popup, and Link warps to a screen where he sails to the one chosen.

Else, when he steps near the ffc, he freezes and a message is played (do only once).

User posted image
The boat script:

Ok. This is where it gets complicated.

There are 3 ffcs on the screen right now. Link is frozen and invisible.

FFC#1 is the boat and sail.
FFC#2 is "Link".
FFC#3 is the water behind the boat.

When up is pressed, ffcs 1 and 2 move up.

When down is pressed, ffcs 1 and 2 move down.

When left or right is pressed, nothing happens.

If A is pressed, the ffcs 1 and 2 jump.

3 types of obstacles will "move" to the left from a random position off the right side.

If one hits FFC#2, Link loses a heart.

FFC#4 will be used for the barrel/ice.
FFC#5 will be used for the whirlpool.
FFC#6 will be used for the cyclone.

Also, if Link has a cannon, the obstacles will appear less often and zoras will appear and shoot fireballs at FFC#2.
If B is pressed, the cannon fires.

FFC#7 will be used for the cannon ball.

After a few min. Link will warp to Dmap, screen.

I will owe whoever makes me this a big favor.

Edit: Added more details.

This looks like quite a nice, fun script to write actually.

Not too complex really either.

I can't really say I'm too fussed to write it though, I did Epona last week and I'm not really up to writing large scripts anytime too soon really.
And if I start this, the quest I'm working on will never get off the ground.

I'll need this script before I release a demo of my quest.

Would anyone else want to make it?

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Joe123 wrote:And if I start this, the quest I'm working on will never get off the ground.

You could use this script in your quest.