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zc scripts
Thursday, May 2, 2013 10:39 AM
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[quote name='MoscowModder' timestamp='1366660799']1. I tried your quest and I didn't have that movement and line-stays-on-screen problem. Have you tried re-starting your ZC save file since adding ghost.zh?2. I updated the script to add beam side damage.[hidden][CODE]//Type: Walking Enemy//Weapon: NONE//Death Attrib 1: Angle of vision//Death Attrib 2: Shot step speed//Death Attrib 3: Cooldown between shots//Extra Shots: Type of weapon to use; determines if it gets blocked by walls or different shields (see the EW_ section of std_constants.zh)//Touch Effects: NONE//Effect Strength: Shot SFX//Misc Attrib 11: First of 4 walking combos (up, down, left, right), or -1 to use enemy editor sprite//Misc Attrib 12: Number of FFC script slot with this script//"Shielded in ___" flags will workconst int WLS_LASERCOLOR = 81; //Color of the laser beam: [CSet# * 16] + [Color within CSet from 0 to 15]const int WLS_LASEROPACITY = 128; //128 = Opaque, 64 = Transparentconst
float WLS_LASERSIDEDAMAGE = 0.5; //Percent damage dealt by touching side of beam (0 = disable)ffc script walkingLaserShooter{    void run ( int enemyID ){        npc ghost = Ghost_InitAutoGhost(this, enemyID);        Ghost_SetFlag(GHF_NORMAL);        Ghost_SetFlag(GHF_4WAY);                //Get attributes        int angleOfVision = ghost->Attributes[2];        int shotStep = ghost->Attributes[3];        int shotCooldownTime = ghost->Attributes[4];        int weaponType = ghost->Attributes[5];        //Attributes[4] is a drop-down box        int shotSFX = ghost->Attributes[7];                int shotCooldown = shotCooldownTime;        int turnTimer = ghost->Rate * 10;        int laserStartX;        int laserStartY;                eweapon beam;                while(Ghost_HP > 0){            //Shooting            if ( shotCooldown > 0 )                shotCooldown--;            //Only one beam at a time            else if ( !beam->isValid() ){           
                    //If Link is within this angle                if ( LinkInAngleOfVision ( ghost, angleOfVision ) ){                    shotCooldown = shotCooldownTime;                                        laserStartX = CenterX(ghost);                    laserStartY = CenterY(ghost);                    beam = FireAimedEWeapon(weaponType, laserStartX, laserStartY, 0, shotStep, ghost->WeaponDamage, 0, shotSFX, 0);                    beam->DrawXOffset = 999; //Draw off-screen                }            }                        //Draw laser beam            if ( beam->isValid() ){                Screen->Line(4, laserStartX, laserStartY, CenterX(beam), CenterY(beam), WLS_LASERCOLOR, 1, 0, 0, 0, WLS_LASEROPACITY);                                //Beam side damage                if ( WLS_LASERSIDEDAMAGE > 0 //If side deals damage                 && LinkInAngleOfVision ( ghost, angleOfVision ) //And Link is still in angle of vision                 &&
DistanceLink(ghost) <= Distance(beam->X, beam->Y, Ghost_X, Ghost_Y) //And is within beam length                ){                    //Fire invisible, unblockable, undetectable weapon at Link                    eweapon beamExtra = FireAimedEWeapon(EW_SCRIPT1, laserStartX, laserStartY, 0, 9999, ghost->WeaponDamage * WLS_LASERSIDEDAMAGE, 0, 0, EWF_UNBLOCKABLE);                    //It will leave the screen almost instantly                }            }                    //Change direction            turnTimer--;            if ( ghost->Step > 0 && turnTimer <= 0 ){                //Home in on Link                if ( ghost->Homing > Rand(256) ){                    int angle = RadianAngle(ghost->X, ghost->Y, Link->X, Link->Y);                    Ghost_Dir = RadianAngleDir4(angle);                    turnTimer = ghost->Rate * 10; //Reset turn timer                }                //Otherwise pick random direction                else{                   
Ghost_Dir = Rand(4); //Pick a random direction                    if ( CanWalk(Ghost_X, Ghost_Y, Ghost_Dir, 10, false) ) //If it can move there,                        turnTimer = Rand(ghost->Rate * 10); //Reset turn timer (otherwise try it next frame)                }            }                        Ghost_Move(Ghost_Dir, ghost->Step/100, ghost->Rate);            Ghost_Waitframe(this, ghost, true, true);        }    }}int Dir4ToDeg(int dir){    if ( dir == DIR_RIGHT )        return 0;    if ( dir == DIR_DOWN )        return 90;    if ( dir == DIR_LEFT )        return 180;    if ( dir == DIR_UP )        return -90;    return -1;}bool LinkInAngleOfVision ( npc ghost, int angle ){    //Check angle to Link against angle of vision    int angleToLink = Angle(CenterX(ghost), CenterY(ghost), CenterLinkX(), CenterLinkY());    int facingAngle = Dir4ToDeg(Ghost_Dir);    int difference = Abs(angleToLink - facingAngle);        return (difference <=
angle/2);}[/CODE][/hidden]3. [url="https://www.dropbox.com/s/o0rtzl9lv3kadm4/dalekgun.wav"]Here[/url]'s a shortened, ZC-ified version of the Dalek gun sound I found on the interwebs.4. The "9F" version of your quest loaded; the "9G" version failed to load with an "Invalid header" error.[/quote]


[quote name='MoscowModder' timestamp='1367003497']Weapon type: I recommend one of the Script# types.Force field: You can borrow the energy shield code I made for Carnage in Space.Tiles: The black ones look fine in the tileset I'm using (PTUX), thanks.Best Autoghost boss enemies: You can have a look in the DB. Also, if you like any of [url="http://www.twitch.tv/moscowmodder/b/390682046"]these[/url], you're free to have them.Shop: The shop code for CiS is sort of specialized (written with CiS in mind specifically), but here's the code without those specialized aspects. Haven't tested it but it should work. I'll let you know if I see anything you have that I might like in return, but otherwise you can have this for free.[hidden=Script][CODE]//==== * SHOP, ETC * ==========================================================//START = BUY; A = EQUIP//D0: Price of item//D1: Item to give (doesn't apply to upgrades)//D2 & D3: Each item must have a unique combination,
each variable is 0 to 7//D4: Info about this item (press A before buying only)//D5: 'Dummy' item that unlocks this one (optional)const int S_NOTENOUGH = 2;const int S_BOUGHT = 3;const int S_UPGRADED = 15;ffc script shopItem{    void run ( int price, int giveItem, int type, int bit, int infoString, int unlocker ){        int origData = this->Data;                //Secret shop: Items don't appear unless they have been unlocked (check for unlocker item)        if ( unlocker > 0 && !Link->Item[unlocker] ){ //If unlocker is enabled but not obtained            this->Data = 0; //Remove sprite            return; //Quit        }                while( (type < 4 && !GetScreenDBit(type, bit)) ){ //Until item purchased                        Screen->DrawInteger( 6, this->X, this->Y-4, FONT_S, COLOR_TEXT, COLOR_BG, -1, -1, price, 0, 128); //Draw the price                        if ( DistanceLink(this->X+8,this->Y+8) < 14 && Link->PressA ){ //If press A, display info
               if(infoString) Screen->Message(infoString); //Display item info if any                Link->InputA = false;            }                        else if ( DistanceLink(this->X+8,this->Y+8) < 14 && Link->PressStart ){ //If press Start, buy it                if ( Game->Counter[CR_RUPEES] < price ){//Check for sufficient funds                    Game->PlaySound(SFX_ALARM);                    Screen->Message(S_NOTENOUGH);                }                else{                    Game->Counter[CR_RUPEES] -= price;                    Game->PlaySound(SFX_PICKUP); //Play fanfare                    SetScreenDBit(type, bit, true); //Mark item purchased                    Screen->Message(S_BOUGHT); //Display "Item purchased" string                }                Link->InputStart = false;            }            Waitframe();        } //Loop exits when item (or all upgrades) is bought    }}[/CODE][/hidden][/quote]
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