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Thread: Random Attack Grunts.

  1. #1
    On top of the world ShadowTiger's Avatar
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    Random Attack Grunts.

    This isn't so much as a request, per se, as it is a "Can it even be requested?"

    All it is, is, whenever Link presses A to use his sword, it would choose between one to five random Sounds to play, instead of only using that one Sword Slash noise.

    The issue is, can it really check what item Link has in his hand? Because if this goes to an Item Script, and I'll bet it will, wouldn't the item script also have to include not only the random SFX part, but the entire sword as well?

  2. #2
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    Re: Random Attack Grunts.

    Quote Originally Posted by ShadowTiger View Post
    wouldn't the item script also have to include not only the random SFX part, but the entire sword as well?
    What do you mean by this?

    An item script usually works ok, but I'm not quite sure what you're getting at here.

  3. #3
    Octorok
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    Re: Random Attack Grunts.

    Joe123 has done it:
    http://www.purezc.com/forums/index.p...dpost&p=545830

    You would only have to change Rand(3) to Rand(5), and add two more if conditions.

  4. #4
    On top of the world ShadowTiger's Avatar
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    Re: Random Attack Grunts.

    Quote Originally Posted by Joe123 View Post
    What do you mean by this?

    An item script usually works ok, but I'm not quite sure what you're getting at here.
    This is very much most likely my own personal confusion being added to the mixture here, but if you have an item script, can you attach the script onto a premade item, like the wooden sword? Or if you have an item script, does the script have to account for the entire performance (On button press.) of the weapon?

    I'm going to assume the former, as it is the somewhat more likely and most desirable case.
    (If only life was that convenient. )

  5. #5
    Lynel Majora's Avatar
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    Re: Random Attack Grunts.

    I have the ASM version of that script. When a script is attatched to an item (the sword, any sword) it will kick in/activate when the sword is swung.

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    Re: Random Attack Grunts.

    Oh right yeah, you can indeed attach a script to a normal item.

    Code:
    item script SwordSFX{
    	void run(int sfx1){
    		Game->PlaySound(sfx1+Rand(5));
    	}
    }
    Put all of your 5 sound effects in a row, and put the ID number of the first one as D0 for the item.

  7. #7
    On top of the world ShadowTiger's Avatar
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    Re: Random Attack Grunts.

    Thank you! Will do!

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