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Thread: Script request: NPC follows Link around

  1. #11
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    Joe123's Avatar
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    Re: Script request: NPC follows Link around

    Quote Originally Posted by Pineconn View Post
    Which means in 6-12 weeks (or until Brawl becomes old news). :p

    This would be a nice script to have, like to make an OoT remake so that you can have Navi follow you around. (All. Game. Long.)

    OHHH!

    You lot just want an ffc to follow Link around?
    Code:
    			if(Link->Item[I_LEAF]){
    				if(epona) xspd = 1.4;
    				else xspd = 1;
    
    				if(fairyinit){
    					leaf->Flags[0] = true;
    					leaf->Flags[3] = true;
    					leaf->Data = fairycombo+1;
    					leaf->CSet = 10;
    					fairyinit = false;
    					ran = Rand(28) + Link->X - 16;
    					leaf->X = ran;
    					ran = Rand(28) + Link->Y - 16;
    					leaf->Y = ran;
    				}
    				if(screennumber != Game->GetCurScreen()){
    					ran = Rand(28) + Link->X - 16;
    					leaf->X = ran;
    					ran = Rand(28) + Link->Y - 16;
    					leaf->Y = ran;
    				}
    				x1 = leaf->X; x2 = Link->X;
    				y1 = leaf->Y; y2 = Link->Y;
    
    				if(t == tcap){
    					ran = Rand(5)/10+0.4;
    					if(Rand(2) == 1) ran *= -1;
    					leaf->Vx = ran;
    					ran = Rand(5)/10+0.4;
    					if(Rand(2) == 1) ran *= -1;
    					leaf->Vy = ran;
    					t = 0;
    					dircheck = true;
    				}				
    
    				if(Distance(x1, y1, x2, y2) > 32){
    					if(x1 < x2){ 
    						ran = Rand(5)/10+xspd;
    						leaf->Vx = ran;
    					}
    					if(y1 < y2){
    						ran = Rand(5)/10+xspd;
    						leaf->Vy = ran;
    					}
    					if(x1 > x2){
    						ran = Rand(5)/10+xspd;
    						leaf->Vx = -ran;
    					}
    					if(y1 > y2){
    						ran = Rand(5)/10+xspd;
    						leaf->Vy = -ran;
    					}
    					dircheck = true;
    				}
    				if(dircheck){
    					if(leaf->Vy < 0 && (Abs(leaf->Vx) < 0.6)){leaf->Data = fairycombo; dircheck = false;}
    					if(leaf->Vy > 0 && (Abs(leaf->Vx) < 0.6) && dircheck){leaf->Data = fairycombo + 1; dircheck = false;}
    					if(leaf->Vx < 0 && dircheck){leaf->Data = fairycombo + 2; dircheck = false;}
    					if(leaf->Vx > 0 && dircheck){leaf->Data = fairycombo + 3; dircheck = false;}
    				}
    
    				if(Link->InputR){
    					if(cantalk && !falling && Link->Action != LA_FROZEN && Link->Z == 0 && srpt == 0){
    						Game->PlaySound(leafsfx);
    						Screen->Message(leafstring);
    						srpt = 60;
    					}
    				}
    			if(srpt > 0) srpt--;		
    			screennumber = Game->GetCurScreen();
    			t++;
    			}
    I wrote that a few weeks ago, Link has a fairy friend in aKttH.

  2. #12
    Wizrobe Pineconn's Avatar
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    Re: Script request: NPC follows Link around

    Quote Originally Posted by Joe123 View Post
    OHHH!

    You lot just want an ffc to follow Link around?
    Isn't that what Ricky of Kokiri asked for? Regardless, this would be fun to experiment with as some sort of curse, like the ghost from Link's Awakening.
    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)

  3. #13
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    Re: Script request: NPC follows Link around

    Well, mines for a fairy, so it flies randomly around above Link's head.

    Not quite so useful for Marin or Zelda.
    Might work for the ghost though perhaps.

  4. #14
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    Re: Script request: NPC follows Link around

    Wait, what exactly does *= -1; do?
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  5. #15
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    Re: Script request: NPC follows Link around

    Multiplicative Assignment.

    '*=' == 'Take the current value of the integer, and multiply it by the integer on the right'

    'foo *= -1; ' == 'foo = -foo;'

  6. #16
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    Re: Script request: NPC follows Link around

    Uh-oh, you're getting crazy with this stuff now. ;p Care to explain a modulous to me also? I don't get that one. Gleeok % modulous.

    Oh, and remember that do loop?

    I think it's like:

    do assignment; while(condition)


    it's like a fancypants version of an if(condition) assign....
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  7. #17
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    Re: Script request: NPC follows Link around

    heh yeah

    modulus:

    40 % 3
    will return 1.

    59 % 17
    will return 8.

    5 % 2
    will return 1.

    'Take the first number, divide it by the second number and return the remainder'.

    Don't do modulus with 0

    I know what it does, but I'm yet to find a use for it though.


    Ah yeah, I understood that do loop, but I don't really get why you can't just use a while

  8. #18
    Keese bob1000's Avatar
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    Re: Script request: NPC follows Link around

    Here's an idea: rather than have an FFC follow Link around, have an enemy follow him (like in those RPGs where you have a pet). And no, I'm not referring to any unscripted enemy.
    *The "pet" and its weapons will target and damage enemies, but not Link.
    *The "pet" cannot be damaged.
    *Whether the "pet" follows Link or not is determined by whether Link has a certain item.
    *When Link enters a screen, the "pet" spawns on Link's coordinates. If the "pet" is a certain distance in pixels from Link, it will respawn near Link.
    *Recommended "pet" weapon: fireballs.
    Seriously, if you see me post, consider yourself lucky. Or run for the hills, either way.

  9. #19
    Wizrobe
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    Re: Script request: NPC follows Link around

    Sounds a lot like bow wow from LA to me. It could probably be done. it would be hard, but probably doable.
    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?


  10. #20
    Keese bob1000's Avatar
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    Re: Script request: NPC follows Link around

    Actually, I suppose I could just use Joe's fairy script. Now I just need it to spawn Lweapons (that way they damage enemies, not Link).
    Seriously, if you see me post, consider yourself lucky. Or run for the hills, either way.

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