Scripted Lockblocks (with Option for Custom Keys)

SubmittedDecember 12, 2016

Featured Screenshot

Author

ZoriaRPG

Download Script Package

s256_ScriptedLockBlocks1.zip

Description

This script allows you to place lock blocks that use a custom key type to open them. You may place up to four unique lock blocks per screen, that use the same key type, but work independently.

This ffc script allows placing up to four custom (scripted) lock blocks per screen, in addition to the normal, single lock block allowed by ZC.

Script Setup Details

Combo Set-Up

Create eight combos, as follows:

1. Lock block tile, combo type 'none', solid. Note down the combo ID for this one, as you will need it later.
2. Unlocked lock block tile, combo type 'none', no solidity.
3. Same as 1
4. Same as 2
5. Same as 1
6. Same as 2
7. Same as 1
8. Same as 2

These combos must be sequential. See the combo page used in the test quest.

Assign the ID of (1) to the constant 'CMB_LOCKBLOCK2' in the script.

Assign an unlock sound from Quest->Audio->SFX to the constant 'SFX_SPEC_LOCKBLOCK' in the script file. The default is the 'Shutter' sound in the Classic tileset.

The constant 'TIMER_WALK_UNLOCK' is used to determine the number of frames that Link must push against the lockblock, to try to open it. The default is 50 frames, but you may adjust this as you deem necessary.

The constant 'SCREEN_D_SPECIALLOCKBLOCK' is assigned to the index of Screen->D[n] used by the ffc to track opened locks. The default is '7', but if you already use Screen->D[7] for something else, change the value assigned to this constant to an unused Screen->D[] index.

If you wish to use custom keys...

Enable custom keys by setting the script constant 'USE_CUSTOM_KEYS' to a value of '1'.

Create a new item, with a key tile. Assign its counter ref to CR_SCRIPT1, or if you are using that for something else, pick a different script counter and assign the constant 'CR_LOCKBLOCK' key (in the script) to the value of that counter (see std_constants.zh).

Set it's type to a custom item class type.

Set it's counter 'increase' and 'not above' values' to whatever you want as the cap. I used 99.

FFC Usage
Compile the script, and assign the ffc script to a slot. The included item script is not used.

Place the ffc on a screen on which you intend to use the special lockblocks.

Set the ffc combo to combo ID '1', or a combo with a blank tile that is not Combo 0.

Set the script of the ffc to 'SpecialLockBlock'.

Set the ffc flag 'Run on screen init.'

Place custom lockblocks on the screen.

Script Contents

////////////////////////////
/// Scripted Lock Blocks ///
/// v0.3 - 25-Nov-2016 ///
/// By: ZoriaRPG ///
////////////////////////////

//Main Settings

const int USE_CUSTOM_KEYS = 1; //If se to '1', the script will require a custom key type, tied to
//a script counter, configured below.

//User Settings
const int CBM_LOCKBLOCK2 = 888; //The combo used by the special lockblock.

const int TIMER_WALK_UNLOCK = 50; //The number of frames that Link must push against the lockblock to open it.
const int CR_LOCKBLOCKKEY = 7; //Script 1
const int SFX_SPEC_LOCKBLOCK = 9; //The sound to play when unlocking a lockblock.
const int CR_MAX_LOCKBLOCKKEY = 32; //The maximum number of special keys that Link may have. Used only with the item script.

const int SCREEN_D_SPECIALLOCKBLOCK = 7;

//In the event that you want to know how to script a key, too.
item script SpecialLockBlockKey{
void run(){
if ( Game->MCounter[CR_LOCKBLOCKKEY] MCounter[CR_LOCKBLOCKKEY] = CR_MAX_LOCKBLOCKKEY;
Game->Counter[CR_LOCKBLOCKKEY]++;
}
}

//Flags for up to four lock blocks.
const int SPC_LOCK_1 = 0001b;
const int SPC_LOCK_2 = 0010b;
const int SPC_LOCK_3 = 0100b;
const int SPC_LOCK_4 = 1000b;

ffc script SpecialLockBlock{
void run(int block){
int cmb;
int timer = TIMER_WALK_UNLOCK;
if ( Screen->D[SCREEN_D_SPECIALLOCKBLOCK] ) {
for ( int q = 0; q ComboD[q] == CBM_LOCKBLOCK2 ) Screen->ComboD[q]++;
if ( LockBlockFlag(SPC_LOCK_2) && Screen->ComboD[q] == CBM_LOCKBLOCK2 + 2 ) Screen->ComboD[q]++;
if ( LockBlockFlag(SPC_LOCK_3) && Screen->ComboD[q] == CBM_LOCKBLOCK2 + 4 ) Screen->ComboD[q]++;
if ( LockBlockFlag(SPC_LOCK_4) && Screen->ComboD[q] == CBM_LOCKBLOCK2 + 6 ) Screen->ComboD[q]++;
}
}
while ( true ) {

if (
( !USE_CUSTOM_KEYS && ( Game->Counter[CR_KEYS] || Game->LKeys[Game->GetCurLevel()] ) ) ||
( USE_CUSTOM_KEYS && Game->Counter[CR_LOCKBLOCKKEY] ) )
{
if ( Link->Dir == DIR_UP ){
cmb = Screen->ComboD[ ___AdjacentCombo(ComboAt(Link->X+8, Link->Y+8),1) ];

if ( cmb == CBM_LOCKBLOCK2 || cmb == CBM_LOCKBLOCK2 +2 || cmb == CBM_LOCKBLOCK2 + 4 || cmb == CBM_LOCKBLOCK2 +6 ) {
if ( timer && Link->InputUp ) timer--;
if ( timer Counter[CR_LOCKBLOCKKEY]--;
if ( !USE_CUSTOM_KEYS ) {
if ( Game->LKeys[Game->GetCurLevel()] ) Game->LKeys[Game->GetCurLevel()]--;
else Game->Counter[CR_KEYS]--;
}
if ( SFX_SPEC_LOCKBLOCK ) Game->PlaySound(SFX_SPEC_LOCKBLOCK);
Screen->ComboD[ ___AdjacentCombo(ComboAt(Link->X+8, Link->Y+8),1) ]++;
if ( cmb == CBM_LOCKBLOCK2 ) {
LockBlockFlag(SPC_LOCK_1,true);
}
if ( cmb == CBM_LOCKBLOCK2 + 2 ) {
LockBlockFlag(SPC_LOCK_2,true);
}
if ( cmb == CBM_LOCKBLOCK2 + 4 ) {
LockBlockFlag(SPC_LOCK_3,true);
}
if ( cmb == CBM_LOCKBLOCK2 + 6 ) {
LockBlockFlag(SPC_LOCK_4,true);
}
timer = TIMER_WALK_UNLOCK;
Link->InputUp = false;
}
}
else timer = TIMER_WALK_UNLOCK;
}
else if ( Link->Dir == DIR_DOWN ){
cmb = Screen->ComboD[ ___AdjacentCombo(ComboAt(Link->X+8, Link->Y+8),5) ];

if ( cmb == CBM_LOCKBLOCK2 || cmb == CBM_LOCKBLOCK2 +2 || cmb == CBM_LOCKBLOCK2 + 4 || cmb == CBM_LOCKBLOCK2 +6 ) {
if ( timer > 0 && Link->InputDown ) timer--;
if ( timer Counter[CR_LOCKBLOCKKEY]--;
if ( !USE_CUSTOM_KEYS ) {
if ( Game->LKeys[Game->GetCurLevel()] ) Game->LKeys[Game->GetCurLevel()]--;
else Game->Counter[CR_KEYS]--;
}
if ( SFX_SPEC_LOCKBLOCK ) Game->PlaySound(SFX_SPEC_LOCKBLOCK);
Screen->ComboD[ ___AdjacentCombo(ComboAt(Link->X+8, Link->Y+8),5) ]++;
if ( cmb == CBM_LOCKBLOCK2 ) {
LockBlockFlag(SPC_LOCK_1,true);
}
if ( cmb == CBM_LOCKBLOCK2 + 2 ) {
LockBlockFlag(SPC_LOCK_2,true);
}
if ( cmb == CBM_LOCKBLOCK2 + 4 ) {
LockBlockFlag(SPC_LOCK_3,true);
}
if ( cmb == CBM_LOCKBLOCK2 + 6 ) {
LockBlockFlag(SPC_LOCK_4,true);
}
timer = TIMER_WALK_UNLOCK;
Link->InputDown = false;
}
}
else timer = TIMER_WALK_UNLOCK;
}
else if ( Link->Dir == DIR_LEFT ) {
cmb = Screen->ComboD[ ___AdjacentCombo(ComboAt(Link->X+8, Link->Y+8),7) ];
if ( cmb == CBM_LOCKBLOCK2 || cmb == CBM_LOCKBLOCK2 +2 || cmb == CBM_LOCKBLOCK2 + 4 || cmb == CBM_LOCKBLOCK2 +6 ) {
if ( timer > 0 && Link->InputLeft ) timer--;
if ( timer Counter[CR_LOCKBLOCKKEY]--;
if ( !USE_CUSTOM_KEYS ) {
if ( Game->LKeys[Game->GetCurLevel()] ) Game->LKeys[Game->GetCurLevel()]--;
else Game->Counter[CR_KEYS]--;
}
if ( SFX_SPEC_LOCKBLOCK ) Game->PlaySound(SFX_SPEC_LOCKBLOCK);
Screen->ComboD[ ___AdjacentCombo(ComboAt(Link->X+8, Link->Y+8),7) ]++;
if ( cmb == CBM_LOCKBLOCK2 ) {
LockBlockFlag(SPC_LOCK_1,true);
}
if ( cmb == CBM_LOCKBLOCK2 + 2 ) {
LockBlockFlag(SPC_LOCK_2,true);
}
if ( cmb == CBM_LOCKBLOCK2 + 4 ) {
LockBlockFlag(SPC_LOCK_3,true);
}
if ( cmb == CBM_LOCKBLOCK2 + 6 ) {
LockBlockFlag(SPC_LOCK_4,true);
}
timer = TIMER_WALK_UNLOCK;
Link->InputLeft = false;
}
}
else timer = TIMER_WALK_UNLOCK;
}
else if ( Link->Dir == DIR_RIGHT ) {
cmb = Screen->ComboD[ ___AdjacentCombo(ComboAt(Link->X+8, Link->Y+8),3)];
if ( cmb == CBM_LOCKBLOCK2 || cmb == CBM_LOCKBLOCK2 +2 || cmb == CBM_LOCKBLOCK2 + 4 || cmb == CBM_LOCKBLOCK2 +6 ) {
if ( timer > 0 && Link->InputRight ) timer--;
if ( timer Counter[CR_LOCKBLOCKKEY]--;
if ( !USE_CUSTOM_KEYS ) {
if ( Game->LKeys[Game->GetCurLevel()] ) Game->LKeys[Game->GetCurLevel()]--;
else Game->Counter[CR_KEYS]--;
}
if ( SFX_SPEC_LOCKBLOCK ) Game->PlaySound(SFX_SPEC_LOCKBLOCK);
Screen->ComboD[ ___AdjacentCombo(ComboAt(Link->X+8, Link->Y+8),3) ]++;
if ( cmb == CBM_LOCKBLOCK2 ) {
LockBlockFlag(SPC_LOCK_1,true);
}
if ( cmb == CBM_LOCKBLOCK2 + 2 ) {
LockBlockFlag(SPC_LOCK_2,true);
}
if ( cmb == CBM_LOCKBLOCK2 + 4 ) {
LockBlockFlag(SPC_LOCK_3,true);
}
if ( cmb == CBM_LOCKBLOCK2 + 6 ) {
LockBlockFlag(SPC_LOCK_4,true);
}
timer = TIMER_WALK_UNLOCK;
Link->InputRight = false;
}
}
else timer = TIMER_WALK_UNLOCK;

}

}
else timer = TIMER_WALK_UNLOCK;
Waitframe();
}
}

void LockBlockFlag(int flag, bool state){
if(state) Screen->D[SCREEN_D_SPECIALLOCKBLOCK] |= flag;
else Screen->D[SCREEN_D_SPECIALLOCKBLOCK] &= ~flag;
}

bool LockBlockFlag(int flag){
return (Screen->D[SCREEN_D_SPECIALLOCKBLOCK]&flag) != 0;
}

//Constants for AdjacentCombo()

//const int CMB_UPLEFT = 0;
//const int CMB_UP = 1;
//const int CMB_UPRIGHT = 2;
//const int CMB_RIGHT = 3;
//const int CMB_DOWNRIGHT = 4;
//const int CMB_DOWN = 5;
//const int CMB_DOWNLEFT = 6;
//const int CMB_LEFT = 7;
//const int CMB_LEFTUP = 0; //Not 8, as those are dir + shield

//Returns the Nuth combo index of a combo based on a central point, and a direction.
//For example, combo 22 + COMBO_UPRIGHT returns '7',
//as combo 7 is to the upper-right of combo 22.
int ___AdjacentCombo(int cmb, int dir){
int combooffsets[13]={-0x11,-0x10,-0x0F,1,0x11,0x10,0x0F,-1,-0x10};
if ( cmb % 16 == 0 ) combooffsets[9] = 1;
if ( (cmb & 15) == 1 ) combooffsets[10] = 1;
if ( cmb 0xAF ) combooffsets[12] = 1; //if it's on the bottom row
if ( combooffsets[9] && ( dir == 7 || dir == 1 || dir == 4 || dir == 0 ) ) return 0; //if the left columb
if ( combooffsets[10] && ( dir == 3 || dir == 2 || dir == 4 ) ) return 0; //if the right column
if ( combooffsets[11] && ( dir == 2 || dir == 2 || dir == 1 ) ) return 0; //if the top row
if ( combooffsets[12] && ( dir == 5 || dir == 4 || dir == 6 ) ) return 0; //if the bottom row
else if ( cmb >= 0 && cmb <= 176 ) return cmb + combooffsets[dir];
else return -1;
}
}

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