I heard about you and your chrono maps... how the colors got flipped and stuff...
anywho... good job... More complete Doubt it...... I have the forrest... the peg
where the greatsword is... (just deco) I have Each little hole you go into to get to
the top and... I have both of the sand dungeons done... And I have Hylia lake
dungeon, and Hyrule castle is done, And I have the little city with all the houses...
I went ahead and even made the library where you get the book to open the
sand temple... and its done in the trammel map so there is a dark side too for use
with the magical mirrior they are talking about... Sooo... when you say something
is better... I would like you to do your reaserch and actually have something to
back up what you say...
kethoth said:a friend is scripting mario themed items...may i can convince him to post em
L0rdDarkScythe said:I tried working out a boomerang using the ThrowingDagger script.
Still not working completely right it does damage if it hits.
Trying to find a way to make the mobile it hits be paralyzed (maybe cast paralyze when it hits) not sure how to code this. OnHit???
or maybe use GM accesslevel command cantwalk = true
Also effects show dagger flying across screen.
Not sure if there is a better one.
Any help or pointers would be appreciated.
pob OnFired( Mobile Attacker, Mobile defender )
{
attacker.MovingParticles( defender, 8904, 3, 3, false, true, 0, 4043, 0x211 );
etc;
etc;
}
pov OnHit( Mobile attacker, Mobile defender )
{
defender.MovingParticles( attacker, 0x22C8, 3, 3, false, true, 0, 4043, 0x211 );
etc;
etc;
}
A_Li_N said:Try effect ID of 8904
Maybe something like this :
Code:pob OnFired( Mobile Attacker, Mobile defender ) { attacker.MovingParticles( defender, 8904, 3, 3, false, true, 0, 4043, 0x211 ); etc; etc; } pov OnHit( Mobile attacker, Mobile defender ) { defender.MovingParticles( attacker, 0x22C8, 3, 3, false, true, 0, 4043, 0x211 ); etc; etc; }
That will send out the 'boomerang' and if it hits, it'll come back...you could also maybe make a timer in the OnFired to do both of those things...Sends effect to the defender and starts timer. Timers' onTick method sends an effect back. That way you get the 'come back' effect even if you don't hit. But I think the best ID is the 8904...or one from that area (aka the start of the animation)
DONT LAUGH AT ME! lolL0rdDarkScythe said:we already fixed this issue LOL
A_Li_N said:DONT LAUGH AT ME! lol
Guess I musta missed that post. Oh well.
*Goes and hides in his corner again*
Alden said:Dang im gonna say again that i didnt expect 6 million people hoppin on this post after i made like 5 or so artifacts...very much amazed....
L0rdDarkScythe said:Not laughing at you laughing with you.
and we're gonna keep posting til we see those Medallions