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Zelda Style Items?
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binoal




Joined: 20 Jun 2009
Posts: 123
Location: My Own Little World

PostPosted: Fri Jul 31, 2009 8:39 am    Post subject: Reply with quote

Quote:
Neat, I do love being in the credits of stuff.

As a side note, you might also want to include a Play sound command in order to make the bomb more impressive. Simply import an explosion .wav file. ( many of which can be found in the import folder thats included with the engine ) Then put in the command:

Code:
Play sound ( 0,false,false)


Place it right below ( or above ) the change npc command in the script, for what I assume would be the desired effect.


Haha i already put the explosion sound into the script, it was a modification i made after making it hurt you. But i found a bug in the script that i dont quite understand. It specifies the exact location of the area it can blow up. but for some reason, it is hitting anything that is in a row with it or adjacent to that row...

Im hoping to have a demo type thing that goes until you beat the first real dungeon up by the end of the day. If anybody wants to check it out, im adding the link to my signature as soon as its up!

Once again, thank you to everybody who helped!

EDIT: This is kind of a random idea i just got. During the credits, the background music will be the Legend Of Zelda Theme by System of a Down! Yes! It's perfect! lol

ANOTHER EDIT: After further testing, i realized the bomb isnt just blowing up everything in a row. When it is used in a dungeon, it is destroying 4 random NPC 0 copies. BTW, the demo is up now!
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 421
Location: @home

PostPosted: Fri Jul 31, 2009 2:49 pm    Post subject: Reply with quote

O, yea the NPC ID checking scripts react badly when there is an NPC 0 present. Um, replace those. Sorry, that fact totally slipped my mind.
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binoal




Joined: 20 Jun 2009
Posts: 123
Location: My Own Little World

PostPosted: Fri Jul 31, 2009 5:30 pm    Post subject: Reply with quote

Ahh alright. I think imma just make the item npcs all starting at 99 and going down. Then i dont have to worry about my npcs in the spaces needed for item related npcs
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Resident Evil RPG Demo

http://www.castleparadox.com/gamelist-display.php?game=963

Legend Of Zelda: Reptilian Warlord Demo

http://www.castleparadox.com/gamelist-display.php?game=961
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sat Aug 01, 2009 4:18 pm    Post subject: Reply with quote

Let me explain:

Code:
AB:=NPC at spot (NPC X (7)+1, NPC y (6))
If (  get NPC ID (AB) == 0 ) then ( destroy npc (AB) )


NPC at spot returns 0 if there's no NPC there. Passing this straight to getNPCID will cause it to check if there's an NPC with ID 0, and if so, return its ID (0). You're meant to do some error checking:

Code:
AB:=NPC at spot (NPC X (7)+1, NPC y (6))
If ( AB && get NPC ID (AB) == 0 ) then ( destroy npc (AB) )

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binoal




Joined: 20 Jun 2009
Posts: 123
Location: My Own Little World

PostPosted: Sat Aug 01, 2009 5:20 pm    Post subject: Reply with quote

Also, im trying to make the hookshot. i have the basic thing done, except one problem: i have no idea how to create the npcs in the right spaces. like the lead NPC statys at the front the entire time. it has a chain on the beack of it. i create the NPC on the same space as the hero. but i dont know how to create the new NPC on the space it should go to next.
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Resident Evil RPG Demo

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