Nope. Definitely a non-zero transparent combo. I'm stumped.
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.
Oh yeah, I've fixed that one.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.
Funny, I meant to put 'worry' there, not 'work'.I hope this isn't what I was talking about, and therefore I would look like an idiot...Do I not need to work about the invisible LTM then?
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.
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.
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.
I hope this isn't what I was talking about, and therefore I would look like an idiot...Originally Posted by Joe123
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)
And now Mark 2:
No need for silly Link Tile Modifiers anymore!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); } } } }
All other set up is the same though.
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);
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I did this, it now works fine thanks
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.
http://www.zoriarpg.com/zc/LoE_Userbar.png http://zoriarpg.com/zc/EiyuuUserbar.png
http://www.zoriarpg.com/zc/CIS_Original.pnghttp://www.zoriarpg.com/zc/CIS_II_Userbar.png
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