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Bombs in the Map

Well, my name is mephisto and i a Newbie in the World of the scripts, i only can make edits to the menu....and i know that there are very masters scripters in this forum, they can helpme with this request please...:)

Boms In the map Script.


Features

  • The bombs are displayed on the map
  • Every aspect of the bomb can be customized.
  • The bomb can destroy a certain quantity of tiles around.
  • The bomb can destroy entrances of a cavern, the event that will destroy uses the SDK comment Function.

Every aspect of the bomb can be customizable, for example of the script:


Icon_Bomb = "001-Bomb01" <== The icon of the bomb that will display on the map.
Bomb_Animation = 1 <= The id of the animation when the bomb explodes.
Bomb_Minimum_level= 1 # The necesary level to use Bombs
Bomb_Wait = 60 # The time (in frames) to wait to put another bomb
Bomb_Activate_Key = Input::Z The key to put bombs in the map
Bomb_Use_Accesory = 5 If is necesary an accesory equped to put bombs in the map.
ItemBomb_ID = 12 <== The ID of the bomb in the ITEM DATABASE.
BombswitchID_Activate = 12 <== If the Switch is activated you can use the boms, if it not you can not use bombs in the maps.
Bomb_Tilesaroundestroy = 1 The numers of tiles around in the map to affect an event.
Bomb_Comment = "Bomb_Engine" <= The comment in the event that activate an local Switch.
Bomb_LocalSwitch = A <= The Self (a.k.a Local) Switch that will activate when the bomb explode near the event with the Bomb_Comment.
Bomb_timing = 60 <= The time in frames before the bomb explodes.


Customize the Bomb

Well, the bomb after put in the map will Explode, but only the events that have a comment defined at the top of the script:

http://img184.imageshack.us/img184/8797/bomb1vr9.png[/IMG]

http://img184.imageshack.us/img184/4656/bomb2ap3.png[/IMG]

http://img227.imageshack.us/img227/7953/bomb3ne7.png[/IMG]

http://img227.imageshack.us/img227/1499/bomb4jp7.png[/IMG]

http://img227.imageshack.us/img227/9728/bomb5if8.png[/IMG]


This last image is the area that can affect the bomb, if an event is near the area (defined in the script) and the event near to the area have the comment this event activated his SelfSwitch "X" (defined also)
http://img293.imageshack.us/img293/6584/ultimapw7.png[/IMG]
__________________________________________________________
Icon_Bomb

The icon bomb is the icon that will display "IN THE MAP" and may be different to the icon of the Item in the database.

Bomb_Animation

The bomb animation....Lol... when the bomb explodes.

Bomb_Minimum_level

this feature allows the user to define a minimum level to use bombs. and not need a greater explanation.

Bomb_Wait

The time necesary to wait after put a bomb to put a bomb again....example:

You put a bomb now, you need to wait 60 frames to put a bomb again.

Bomb_Activate_Key

The key, in the keyboard to put a bomb in the Map.

Bomb_Use_Accesory

The accesory necesary that the player equip to put a bomb in the map, isnt necesary for now....Thanks.

ItemBomb_ID

The ITEM ID in the database of the bomb, when a bomb is put in the map you llose an ammount of the bomb. default you lose 1 bomb.

BombswitchID_Activate

If the Switch is off you cant use bombs.

Bomb_Tilesaroundestroy

The tiles around the bomb that affect the events. (see last image)

Bomb_Comment

The comment in the event to make an "BOMB EVENT". (see first image).

Bomb_LocalSwitch

The SelfSwitch (a.k.a LOCAL) that activates when the bomb explodes.

Bomb_timing

The time in frames count before the bomb explodes. (the time to escape from the focus of the explotion).

___________________________________________

Well, this is all of the script, i dream with this. if i have money i will pay for this, buy i donthave :'(xd) thanks if you see and try to help me with this request. Thanks.
 
Why don't you use events? what you would do to drop it, make an item to call an event, make it so its position is a variable that is +1 or -1 in the direction of facing and have it change a switch (have an event Hidden on the map that moves to the cordinates in front of the character).
 
Thanks for the tip....but i Prefer the script...

1) Because the events of the bomb need to be 1 per map and agree a bit of lag to the numbers of events.

2) I prefer the script because is easy to setup and agree to a new game, and useless variables and all these.

if nobody take the request i will make the engine..
 
I think for this a script isnt the best answer because this would be pretty complex I do beleive. Maybe not, but still, this would be much easier with just an event, a common event to handle it, and a bomb graphic.
 
Fine :'( Lol, the reason I suggest events is cuz I only know a little about scripts, and can't do much with um right now. (basicly all I can do is mod the saving and a couple of other things that don't really affect gameplay)
 

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