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Thread: Gameboy-Zelda Style Bottomless Pits/Lava Script

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  1. #1
    Wizrobe The_Amaster's Avatar
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    Re: Gameboy-Zelda Style Bottomless Pits/Lava Script

    Nope. Definitely a non-zero transparent combo. I'm stumped.

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    Joe123's Avatar
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    Re: Gameboy-Zelda Style Bottomless Pits/Lava Script

    Quote Originally Posted by Amaster42 View Post
    Nope. Definitely a non-zero transparent combo. I'm stumped.
    Well, I made a few minor changes to the script between last using it and posting it up, so I'll go and check it again but I don't think I could've broken it.


    I guess I encountered some odd bug with this script in The Fort Knights. Somehow I died while Link disappeared after I fell down a pit but before Link reappeared on the surface. The result? When Link resurfaced, he was invisible. The only way to remedy this was to fall down the pit again.
    Oh yeah, I've fixed that one.

    Do I not need to work about the invisible LTM then?
    I hope this isn't what I was talking about, and therefore I would look like an idiot...
    Funny, I meant to put 'worry' there, not 'work'.

    Anyway, at the moment the script requires making Link invisible via LTM, but _L_ was suggesting another method.

    He didn't reply though, so at the moment, LTM still.

  3. #3
    Wizrobe The_Amaster's Avatar
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    Re: Gameboy-Zelda Style Bottomless Pits/Lava Script

    Well, step by step heres what I do:

    1.)Open Scripts.z
    2.)Set the 5 variables at the top of the script.
    3.)Save and Quit
    4.)Open up ZC and my quest.
    5.)Go to "Import ZScript"
    6.) Import and Compile
    7.) Assign to slot 4.
    8.)Go to FFC 5.
    9.)Set the combo ot a non-zero blank.
    10.) Assign it script 4
    11.) Set the arguments.(For the record, the only one I set is the combo number)
    12.)Save and quit
    13.) Open ZC and my quest.
    14.) Walk on the combos. Nothing happens.
    15.) Open ZC. The FFC is blank. WTH?

    If it matters, my pit combo is entirely blank property wise.

  4. #4
    Wizrobe Pineconn's Avatar
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    Re: Gameboy-Zelda Style Bottomless Pits/Lava Script

    I guess I encountered some odd bug with this script in The Fort Knights. Somehow I died while Link disappeared after I fell down a pit but before Link reappeared on the surface. The result? When Link resurfaced, he was invisible. The only way to remedy this was to fall down the pit again.

    Quote Originally Posted by Joe123
    Do I not need to work about the invisible LTM then?
    I hope this isn't what I was talking about, and therefore I would look like an idiot...
    My quests:
    End of Time - First quest, uses classic graphics (Help/discussion thread)
    Link to the Heavens - Second quest, uses Pure tileset (YouTube LP | Help/discussion thread)
    End of Time DX - Remake of my first quest (YouTube LP | Help/discussion thread)

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    Re: Gameboy-Zelda Style Bottomless Pits/Lava Script

    And now Mark 2:
    Code:
    const int linkfalling = 0; // set here the first tile of your 5 tile Link Falling animation
    const int linklava = 0; // set here the first tile of your 5 tile Link Drowning animation
    const int fallingsfx = 0; // set here the SFX that plays when Link falls
    const int lavasfx = 0; // set here the SFX that plays when Link drowns in lava
    
    ffc script hole{
    	void run(int lava, int warpx, int warpy, int combotype, int tile){    
    	int sfx = fallingsfx;
    	if(warpx == 0 && warpy == 0){Waitframes(5); warpx = Link->X; warpy = Link->Y;}
    	if(tile == 0){tile = linkfalling;}
    	if(combotype == 0){combotype = 35;}
    	if(lava != 0){if(tile == linkfalling){tile = linklava;}sfx = lavasfx;}
    	int i; int x; int y; bool falling;
    
    		while(true){
    			falling = false;
    			while(Screen->ComboT[ComboAt(Link->X+8, Link->Y+8)] != combotype || Link->Z > 0 || Link->Action == LA_FROZEN) Waitframe();
    
    			i = 0;
    			while(Screen->ComboT[ComboAt(Link->X+8, Link->Y+8)] == combotype && Link->Z == 0 && Link->Action != LA_FROZEN && i < 5){
    				i++;
    				if(i==5) falling = true;
    			Waitframe();
    			}
    
    			if(falling){
    				Screen->ClearSprites(3);
    				Game->PlaySound(sfx);
    				x = Link->X; y = Link->Y;
    				for(i=0;i<40;i++){
    					Waitframe();
    					Link->Action = LA_DROWNING;
    					if(lava == 0) Screen->DrawTile(2, x, y, tile+Floor(i/8), 1, 1, 6, 1, 0, 0, 0, 0, true, 128);
    					else Screen->DrawTile(2, x, y, tile+Floor(i/8), 1, 1, 6, 1, 0, 0, 0, 0, true, 128);
    				}
    				Link->X = warpx; Link->Y = warpy;
    				Link->Action = 0;
    				Link->HP -= 8;
    				Game->PlaySound(19);
    			}
    		}
    	}
    }
    No need for silly Link Tile Modifiers anymore!
    All other set up is the same though.

  6. #6
    The Time-Loop Continues ZC Developer
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    The script is old so there's an updated script at pzc I believe.

    Otherwise DrawTile needs a corresponding y_scale argument:
    Code:
    Screen->DrawTile(2, x, y, tile+Floor(i/8), 1, 1, 6, 1, 1 // <------here
    , 0, 0, 0, 0, true, 128);
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  7. #7
    Gel KCJV's Avatar
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    I did this, it now works fine thanks

  8. #8
    The Timelord
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    Oh my, we're using 2.11-era code files?...

    Actually, I think this was one of the things I had to fix in the Starshooter script to get Starshooter to work, and not crash, on a release build of 2.5. I know it was some series of drawing functions that had been revised, with more args in newer ZC versions.
    @Tamamo maintains the update of the holes script though, so it might be good to post the latest version here.

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