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- //Bomb Arrow Script for 2.55
- //v0.2
- //By ZoriaRPG
- //19th March, 2019
- //v0.1 : Initial
- //v0.2 : Fix comppile, and fix how we check if the arrow is dead to create the explosion.
- // : We cannot run the explosion after while(this->isValid()), because the script runs out of scope if the
- // : sprite is no longer on the screen. Thus, we check its deadstate, while it is valid.
- lweapon script ReplaceOnDeath
- {
- void run(int newWeaponType, int requireItem, int requireCounter, int CounterAmount, bool flipOnDeath, bool newDirOnDeath, int newDir, int newScript) //could be flags here
- {
- itemdata bomb; bool found; bool super; int x; int y; int pow;
- if ( requireItem > 0 )
- {
- bomb = Game->LoadItemData(Link->ItemA);
- if ( bomb->ID == requireItem ) found = true;
- if ( !found )
- {
- bomb = Game->LoadItemData(Link->ItemB);
- if ( bomb->Family == IC_BOMB ) { found = true; }
- }
- if ( !found ) Quit(); //quit if bombs not in a slot
- }
- pow = bomb->Power;
- if ( requireCounter )
- {
- if ( !Game->Counter[requireCounter] < CounterAmount ) Quit(); //quit if not enough bombs
- else Game->Counter[requireCounter] -=CounterAmount;
- }
- while(this->isValid())
- {
- x = this->X; y = this->Y;
- if ( this->DeadState != WDS_ALIVE ) //When the arrow itself dies, make an explosion.
- {
- lweapon boom = Screen->CreateLWeapon(newWeaponType);
- boom->Damage = pow;
- boom->X = x;
- boom->Y = y;
- if ( flipOnDeath ) ReflectWeapon(boom, this->Angular);
- else if ( newDirOnDeath ) { boom->Dir = newDir; boom->Flip = FlipRev(boom); }
- if ( Abs(newScript) < 511 ) boom->Script = newScript;
- }
- Waitframe();
- }
- }
- int FlipRev(lweapon l){
- if ( l->Dir == DIR_DOWN || l->Dir == DIR_UP && !l->Flip ) return 2;
- if ( l->Dir == DIR_DOWN || l->Dir == DIR_UP && l->Flip ) return 0;
- if ( l->Dir == DIR_LEFT || l->Dir == DIR_RIGHT && !l->Flip ) return 1;
- if ( l->Dir == DIR_LEFT || l->Dir == DIR_RIGHT && l->Flip ) return 0;
- return -1;
- }
- lweapon ReflectWeapon(lweapon l, bool angular)
- {
- l->Dir = DirRev(l->Dir);
- l->Flip = FlipRev(l);
- l->Angular = angular;
- if ( angular )
- {
- if (l->Angle >= 180 ) l->Angle -= 180;
- else l->Angle += 180;
- }
- }
- }
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