You know to be honest with you I don't even understand how this system works xD... ERM... Since these scripted events are in the zelda project anyway I guess it wouldn't hurt to post them..
(I DID NOT MAKE THESE)
1.) This Has to be on all maps with enemies (Hp SET)
2.)THE PROJECTILE EVENT (Umm..)
3.)THIS STUFF HAS TO DO WITH IF THE PROJECTILE HITS THE ENEMY which is in the enemy's
event pages....
WELL after all that typing xD I hope someone can help me =\.... The pages between the page 5 on the enemy are other weapons 1 and 2 set Collision with link and chasing link
which both work fine (sticky switches).
If you need more info tell me what you need and I'll try to find it for you =$...
Kid directed me to the link for this this script which is entirely to confusing for me
lol.....
Spoiler for :
Alrighty ppl I teach you now howto do a shooting system... I was borrred to all the crap up in the Forums, "How do I make a shooting system?" about 1000 topics like that... So now I fulfill my peasant responsibility or something and release this tutorial (a note to the Staff Members: Please put up this topic, Im really borrred to all those topic ;_;). A STEP BY STEP STYLE! 1. Make these events: -An event called "Shooting System". Make it invisible, "Paraller Process" and "Below Hero". -An event called "Bullet". Make it invisible, "On Hero Touch" and "Over Hero". Make it somewhere where it cant be reached. Make its movement "Step Forward" and repetitive. -An event called "Hit or not?". Make it invisible, "Paraller Process" and "Below Hero". -Of course, you need enemies. Since this tutorial tells only howto make shooting and hitting work, Im not going to waste time about preaching howto make monsters hit you. 2. The command lines: -"Shooting System": ->Enter password: ENTER COMMAND (Action Key) ->Fork Condition: If variable: ENTER COMMAND: Is 5 -::>Fork Condition: If variable: BulletsLeft: Is greater than 0 -::::>Memorize Position: Variables: X, Y, & MapID -::::>Set Event Place: "Bullet": Variables: X, Y, & MapID -::::>Fork Condition: If Event: Hero: Face Up -::::::>Move Event: "Bullet": Face Up, Change Graphic: (Your bullet graphic) -::::>END Case -::::>Fork Condition: If Event: Hero: Face Right -::::::>Move Event: "Bullet": Face Right, Change Graphic: (Your bullet graphic) -::::>END Case -::::>Fork Condition: If Event: Hero: Face Down -::::::>Move Event: "Bullet": Face Down, Change Graphic: (Your bullet graphic) -::::>END Case -::::>Fork Condition: If Event: Hero: Face Left -::::::>Move Event: "Bullet": Face Left, Change Graphic: (Your bullet graphic) -::::>END Case -::::>Play Sound Effect: (Your shooting voice) -::::>Flash Screen: (Mild, but able to see) For 0.3 Time -::::>Change Variable: BulletsLeft: Decrease by: 1 -::::>Change Variable: ENTER COMMAND: Set 0 -::>END Case ->END Case -Bullet does not need a codeline -"Hit or not?": ->Change Variable: BulletX: Set Event: Bullet X Pos ->Change Variable: BulletY: Set Event: Bullet Y Pos ->Change Variable: Monster1X: Set Event: Monster1 X Pos ->Change Variable: Monster1Y: Set Event: Monster1 Y Pos ->Change Variable: Monster2X: Set Event: Monster2 X Pos ->Change Variable: Monster2Y: Set Event: Monster2 Y Pos ->Change Variable: Monster3X: Set Event: Monster3 X Pos ->Change Variable: Monster3Y: Set Event: Monster3 Y Pos ->Change Variable: Monster4X: Set Event: Monster4 X Pos ->Change Variable: Monster4Y: Set Event: Monster4 Y Pos ->Fork Condition: If variable: BulletX is Monster1X -::>Fork Condition: If variable: BulletY is Monster1Y -::::>Move event: "Bullet": Change Graphic (Invisible), FaceAnyDir -::::>Set Event Place: "Bullet": (Somewhere where it cant be reached -::::>Play Sound Effect: (Hitting sound) -::::>Flash Event: Monster1 (Red) For 0.3 Time -::::>Fork Condition: If variable: Monster1HP: Is 0 or below -::::::>Play Sound Effect: (Dying Sound) -::::::>Flash Event: Monster1: (Red) For 0.3 Time -::::::>Change Switch: Monster1Dead: On -::::>END Case -::>END Case ->END Case ->Fork Condition: If variable: BulletX is Monster2X -::>Fork Condition: If variable: BulletY is Monster2Y -::::>Move event: "Bullet": Change Graphic (Invisible), FaceAnyDir -::::>Set Event Place: "Bullet": (Somewhere where it cant be reached -::::>Play Sound Effect: (Hitting sound) -::::>Flash Event: Monster2 (Red) For 0.3 Time -::::>Fork Condition: If variable: Monster2HP: Is 0 or below -::::::>Play Sound Effect: (Dying Sound) -::::::>Flash Event: Monster2: (Red) For 0.3 Time -::::::>Change Switch: Monster2Dead: On -::::>END Case -::>END Case ->END Case ->Fork Condition: If variable: BulletX is Monster3X -::>Fork Condition: If variable: BulletY is Monster3Y -::::>Move event: "Bullet": Change Graphic (Invisible), FaceAnyDir -::::>Set Event Place: "Bullet": (Somewhere where it cant be reached -::::>Play Sound Effect: (Hitting sound) -::::>Flash Event: Monster3 (Red) For 0.3 Time -::::>Fork Condition: If variable: Monster3HP: Is 0 or below -::::::>Play Sound Effect: (Dying Sound) -::::::>Flash Event: Monster3: (Red) For 0.3 Time -::::::>Change Switch: Monster3Dead: On -::::>END Case -::>END Case ->END Case ->Fork Condition: If variable: BulletX is Monster4X -::>Fork Condition: If variable: BulletY is Monster4Y -::::>Move event: "Bullet": Change Graphic (Invisible), FaceAnyDir -::::>Set Event Place: "Bullet": (Somewhere where it cant be reached -::::>Play Sound Effect: (Hitting sound) -::::>Flash Event: Monster4 (Red) For 0.3 Time -::::>Fork Condition: If variable: Monster4HP: Is 0 or below -::::::>Play Sound Effect: (Dying Sound) -::::::>Flash Event: Monster4: (Red) For 0.3 Time -::::::>Change Switch: Monster4Dead: On -::::>END Case -::>END Case ->END Case Kthx, bye!
AND NOW for no apparent reason I'm having save file issues ugh.... I'm begining to wonder if this is even worth the time =[.... I don't even know why they aren't working now and I know that they did indeed WORK at one time...