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Thread: FFC problems and questions

  1. #11
    Wizrobe
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    Re: FFC problems and questions

    It won't work? It seems like it would. Oh well.
    Quote Originally Posted by rock_nog View Post
    Well of course eveything's closed for Easter - don't you know of the great Easter tradition of people barricading themselves up to protect themselves from the return of Zombie Christ?


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    Re: FFC problems and questions

    aww... well... ok. hey new question. can someone help me set up a ffc enemy real quick? ive got the graphics and everything picked out and damage and everything but i need help with some extra parts.

    ok 2x2 main enemy.

    then 1x1 eyes. there will be about 4 of those.

    i want the main enemy to die when the eyes are dead. but i need the eyes to be able to be pulled to you by hookshot but not damaged by anything other than the sword.

    and on top of that i need them all to be moving kinda sluggish between the top and middle of the screen. also can someone tell me how to make a ffc have health?

    please and thank you????
    ... i just died a little inside...

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    "this time, of this sixteenth of a thousand lives will be my last, and this curse will be broken. though my fate is to burn in hell, it is worse to live among the thousand lifetimes that i have been sentenced to, than it would be to have satan tear the flesh from my body repeatedly for an eternity"

    --Andross Maximillion Remedy
    (otherwise known as Rem)

  3. #13
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    Re: FFC problems and questions

    Hm, that sounds like the eyesoar. To make a FFC have health, just make an invisible enemy spaw ontop if the FFC and move with it.
    Quote Originally Posted by rock_nog View Post
    Well of course eveything's closed for Easter - don't you know of the great Easter tradition of people barricading themselves up to protect themselves from the return of Zombie Christ?


  4. #14
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    Re: FFC problems and questions

    Make sure that you don't spawn enemies in the script, and that you place them, then load them in the script.

    Otherwise you'll release a game that's broken by your bosses, and it'll make you want to cry =P

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    Gibdo Master Maniac's Avatar
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    Re: FFC problems and questions

    oook umm how do i make the enemy and the ffc stay together? and also i dont know the slightest thing about writing scripts. or for that matter i dont even know where the script showcase is. ive been trying to get by without them but i couldnt.
    ... i just died a little inside...

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    "this time, of this sixteenth of a thousand lives will be my last, and this curse will be broken. though my fate is to burn in hell, it is worse to live among the thousand lifetimes that i have been sentenced to, than it would be to have satan tear the flesh from my body repeatedly for an eternity"

    --Andross Maximillion Remedy
    (otherwise known as Rem)

  6. #16
    Wizrobe C-Dawg's Avatar
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    Re: FFC problems and questions

    Quote Originally Posted by Master Maniac View Post
    oook umm how do i make the enemy and the ffc stay together? and also i dont know the slightest thing about writing scripts. or for that matter i dont even know where the script showcase is. ive been trying to get by without them but i couldnt.
    I call this "enemy ghosting." Here's an example snippet of the code you want.

    Code:
    // Set up the ghosted enemy
    
    npc ghosted_hp_enemy = Screen->CreateNPC(255); 
    // This assumes that you've made a custom enemy with ID 255
    // but you can use whatever enemy you want.  It helps if the
    // enemy is invisible, of course.  But you don't want it to be invincible.
    // This enemy is going to register hits, so make sure it's vulnerable to
    // weapons that you want to be able to damage your custom enemy.
    
    ghosted_hp_enemy->HP = 999;
    // You can set the ghosted enemy's hit points to be whatever you want.
    
    while(true){
    // This is the part of the code that will execute every frame.
    // The stuff above only executes once, when the screen loads.
    
    // First, insert the code that controls how your FFC or group of 
    // FFCs will move around.  It could check where Link is and move 
    // towards him, or maybe just move in a direction unless there is a wall,
    // or if you want to get really fancy, set up an attack pattern.  Be creative.
    
    ghosted_hp_enemy->X = this->X;
    ghosted_hp_enemy->Y = this->Y;
    // This ensures that, every frame, the ghosted enemy will stay on top of 
    // your FFC.  So when the player attacks the FFC, it actually hits the
    // invisible enemy.
    
    // It's also a good idea to stick some code in here that handles enemy
    // damage control.  You know, code that makes your FFC flash and move
    // away when the ghosted enemy is hit.  See Zodiac for examples.
    
    }
    // This ends your while loop.
    Bear in mind this is a code snippet. I didn't put in alot of stuff you need before or after.

    -C

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    Re: FFC problems and questions

    ahhh... thank you... i really need to look up the variables and stuff so i can do it on my own.... but thanks lol

    ok so...

    npc ghosted_hp_enemy = Screen->CreateNPC(255);
    //this says i have an enemy. does this attach that enemy to the ffc? or does it just check for the enemy?

    ghosted_hp_enemy->HP = 999;
    //this does HP. easy. got it.

    while(true){
    //will putting coordinates inside this make it move? or do i need seperate code for that?

    ghosted_hp_enemy->X = this->X;
    ghosted_hp_enemy->Y = this->Y;
    //ok this makes the enemy on top. i understand that part.


    //and then damage effects and stuff go here. .......heyyy can i make something where it triggers secret flags once all the HP hits 0? that would be a checking one i think... lol computer language....

    }

    //tada!! end script.



    ----------------------------

    ooook. i have an idea.

    1- i tell the eyes to move to a specific spot.
    so thats something like...

    FFc(1)->__ypos__xpos{

    and once for each eye. i bet thats probably not even close, but its about what i want.

    2- i want them to check link's coordinates and rush toward them. but not too fast.so....

    {check(link pos)}waitframe(60)->link pos}

    which as i see makes it check link's position, waits a very small time, and then goes to those coordinates, giving link time to move. again probably not even close to actual scripts, but this is what i see when i look at scripts.

    3- they then move from there to the center eye, which is at... ugh... the center of the top of the screen...

    {move->__x__y}
    or
    {trackFFc(5)}

    again, NOT RIGHT

    and 4- return to normal movement. but i think i only have to put the end bracket thing there for that.


    ok now i need help again, correcting this. lol sorry for being kinda un-teachable but i need to know these things and i cant find a tutorial that works well. i need to find a list of variables somewhere.

    please and thank you??????
    ... i just died a little inside...

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    "this time, of this sixteenth of a thousand lives will be my last, and this curse will be broken. though my fate is to burn in hell, it is worse to live among the thousand lifetimes that i have been sentenced to, than it would be to have satan tear the flesh from my body repeatedly for an eternity"

    --Andross Maximillion Remedy
    (otherwise known as Rem)

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