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6 trigger flags I could use.

8 replies · 2,791 views · Started 25 April 2009

If someone could make these for me, it would much be appreciated.
[LIST=1]
[*]Cross Beams
[*]Hurricane Spin
[*]Super Quake
[/LIST]
Let me point out that numbers 3 should be the quake stun radius and not the impact with the charged hammer.

EDIT: Updated... 3 done, 3 to go...

The flags aren't set aside for any particular purpose. The best way to use this would be to make FFCs that take the flag number as an argument. Something like:

ffc script PerilBeam {
void run (int flag, ...) {
...
}
}

Edit: That said, the beam attacks show up to scripts as ordinary sword beams, so until there's a means of telling them apart from ordinary sword beams, you can't create specific scripts for them.

if(Link->HP < 17 && Link->Item[103] = true){
😉

EDIT: In case you're wondering, the above code line checks to see if you have no more then one full heart and have the peril beam scroll as well.

Perilbeam check, it's kind of buggy though.

import "std.zh"

ffc script PBeam_Flag{
void run(int combo, int power){
while(true){
if(Link->HP <= 16 && Link->Item[103] == true){
Screen->ComboF[combo] = 82 + power;
}
if(Link->HP > 16 || Link->Item[103] == false){
Screen->ComboF[combo] = 14;
}
Waitframe();
}
}
}

And yes I did it with the wooden sword on a wooden sword beam trigger. If you can fix it, it would be appreciated. 😊

Archangel wrote:
[LIST=1]
[*]Quake Hammer
[*]Super Quake
[/LIST]
Let me point out that numbers 5 and 6 should be the quake stun radius and not the impact with the charged hammer.

You can indirectly check for this by noting if Screen->Quake changes.

L...

You are a Divine Sensation. <-La Mulana reference

So test for quake changes, and test links position relative to the ffc for the radius check right?