IMPORTANT NOTICE: I will no longer be creating public scripts or helping people with their scripting issues. I am sorry, but I simply do not have the time. From now on, I will be a private scripter for Zeldacraft's Legendary Masks Map. This map is amazing and I highly encourage you to play it
[represent]
ALL OF MY SCRIPTS AND TEXTURES ARE NOW AVAILABLE FOR FREE USE, BY EVERYONE, ON THE CONDITION THAT YOU GIVE ME CREDIT!!! YOU NO LONGER HAVE TO ASK
KEY:
OoT: Based on The Legend of Zelda Ocarina of Time
MM: Based on The Legend of Zelda Majora's Mask m: Requires the current version of my Magic Meter script to be installed first
m: May require the current version of my Magic Meter script to be installed first
Change Log:
v1.1:
-- Added in customization of height, position, and color.
-- Added infinite magic option
-- Added the ability to turn the magic meter on and off
-- Added a template for an item that uses magic
-- Few other minor tweaks and changes
v1.0:
-- Adds an advanced magic meter in the upper left hand corner
-- Script allows for easy customization between 2 different upgrades
-- Allows for easy customization of 3 different magic replenishing items (is not meta-data supportive)
-- Allows for the map creator to upgrade/downgrade the magic bar within the game via script blocks
-- Includes many other small details
Change Log:
v1.0:
-- Adds in the Megaton Hammer from The Legend of Zelda Ocarina of Time
-- It is used as a weapon doing damage 12 damage and stunning them for half a second (10 ticks)
-- It takes 1.5 seconds to cool down after being swung
-- It can be used to push in rusty (stone) pressure plates which spawns a redstone torch 2 blocks below it
-- (negative) changes the texture of smooth stone
Change Log:
v1.1:
-- Bug fixed where the shield wouldn't change it's texture if it wasn't in the players inventory
-- The light of the Mirror Shield now does half as much damage
v1.0:
-- Adds the ability for the map creator to change the shield between Deku/Hylian/Mirror shields from OoT
-- Deku shield will burn if player is on fire
-- Hylian shield acts as the normal shield
-- Mirror shield can be activated by a script block to (reflect light)
-- When reflection hits a picture (sun image included) it is removed and a redstone torch is spawned 6 blocks below
-- Mirror shield light burns zombies, skeletons, and skeleton swords
Change Log:
v1.0:
-- Running this script in a spawner while spawning a zombie, will transform it into a poison spraying mummy
-- It is easy to customize many attributes of the mummy including strength, speed, health, chance of spraying (anything above 10% will be almost constant), damage from poison, range of poison, and amount of time the poison cloud lasts
Change Log:
v1.0
-- Adds in the Deku, Goron, and Zora masks from The Legend of Zelda Majora's Mask
-- Each mask has many customization variables
-- Deku link can bounce on water and shoots nuts
-- Goron link can roll and punch
-- Zora link can swim very well and throw fins
Change Log:
v1.0
-- Adds the fire, ice, and light arrows from The Legend of Zelda Ocarina of Time
-- Each arrow has many customization variables
-- Fire arrows can light torches and melt ice
-- Ice arrows can put out torches and make ice
Change Log:
v1.0:
-- Turns the 5 axes in the game into usable weapons
-- Each axe can be customized with damages, ranges, knock backs, cool downs, fire aspects, ice aspects, and magic costs
Coming Soon: -- Darknut v1.0
-- ???
Scripting Guide
Here are some tutorial video's I have made to help teach people how to script. I will be coming out with more soon. Post any other questions.
Hey thanks for leading me here. This seems to be the exact thing I would love to see implemented
Although I just tried the map that's the supposed download and its only the hammer map.
what seems to be the problem?
Never mind I fixed it. Thank you for actually posting about it
... I wonder if it was ever working? it would make sense if it didn't since I never heard from anyone about it and it has fewer downloads than the other one XD
You're just the guy I was looking for then lol! I was wondering if you could please help me with a script. I would like a script for a mummy boss that sprays poison out only in front of him, 3 blocks wide and extends out 2 blocks. The poison cloud will need particles and will have to be green, to look more like poison. Please let me know if you can help me out, thanks!
You're just the guy I was looking for then lol! I was wondering if you could please help me with a script. I would like a script for a mummy boss that sprays poison out only in front of him, 3 blocks wide and extends out 2 blocks. The poison cloud will need particles and will have to be green, to look more like poison. Please let me know if you can help me out, thanks!
If you are willing to be patient, then yes I can help you. I will make the mummy as soon as I can but right now I am working on a few other things ok? Do you want the mummy to just be a modified zombie?
Yes, that's exactly what I already have him scripted as. I just need him to be able to spray poison like that. I am willing to be patient for I am working on other things in my map, but your help would be amazingly epic in so many ways!
While I got you here, i was looking over your Megaton hammer script and I noticed that you have the line Player.swingMainHand. Is this the line that makes you able to swing a weapon, so I can add more swords to my game? I know a little bit about coding, but I don't know how to set up the commands.
Yes, that's exactly what I already have him scripted as. I just need him to be able to spray poison like that. I am willing to be patient for I am working on other things in my map, but your help would be amazingly epic in so many ways!
While I got you here, i was looking over your Megaton hammer script and I noticed that you have the line Player.swingMainHand. Is this the line that makes you able to swing a weapon, so I can add more swords to my game? I know a little bit about coding, but I don't know how to set up the commands.
That is exactly what that code does. Good luck with your map, and I'll get the the mummy soon. If you have any more questions just ask.
Interesting... and thanks for the help with the mummy script, a lot lol. I probably will have questions later and you'll probably be the first person i'll ask.
If you get bored, you should try my map out. I just released a new update for it, its pretty awesomes lol.
Interesting... and thanks for the help with the mummy script, a lot lol. I probably will have questions later and you'll probably be the first person i'll ask.
If you get bored, you should try my map out. I just released a new update for it, its pretty awesomes lol.
I'll check it out tomorrow if I get the chance. Right now I have a little homework.
P.S. I think I will do your mummy script before I do the Masks one because it will take much less time. So I will hopefully be done with it by Saturday but I can't promise it will be.
I'll check it out tomorrow if I get the chance. Right now I have a little homework.
P.S. I think I will do your mummy script before I do the Masks one because it will take much less time. So I will hopefully be done with it by Saturday but I can't promise it will be.
That'd be pretty cool, but I'm in no hurry for it.
ok so I checked out your map. It looks really good. I like the free style game play of it and you made good use of a very small section of land. It was a little difficult in places but it wouldn't be fun if it was all easy. I definitely want to help. If you ever need any scripts or anything I'll see if I can't make them.
ok so I checked out your map. It looks really good. I like the free style game play of it and you made good use of a very small section of land. It was a little difficult in places but it wouldn't be fun if it was all easy. I definitely want to help. If you ever need any scripts or anything I'll see if I can't make them.
Thanks for checking it out, I work very hard on it. As for the difficulty, its designed to force you to think about what you should do next. It's sort of a dungeon-crawler, but I think it's not too bad. The small sections of land are because there is just so much backtracking in places. I can agree that some mobs may be a bit too strong at points, but as the game grows in size, I can even out some of the mobs strength so a new area doesn't seem overpowering. But yeah, I probably will need lots of help with scripts in the future, and if you're willing to help, then I'll add you to the credits for scripting/coding
I have some half-hatched ideas that I still really need to think about, I was thinking about some way to use your magic meter, I think having spells like throwing a ball of reddust particles that deal damage and or making a mob burst into flames (this would be really good for my Icy Area that I plan on adding later). Or stun mobs in place like what the boomerang does. Spells would have to added to a new GUI screen with their own leveling system that your magic meter has. Spells could be upgraded by finding enchanted crystals or something along those lines. I was also thinking more weapons, i like how your Megaton Hammer has a cooldown, it would be nice if I could make axes, a new weapon, to the game. Axes could be stronger, but they have a slower attack speed. These are all ideas that I've been boiling, but I can't script!
Thanks for checking it out, I work very hard on it. As for the difficulty, its designed to force you to think about what you should do next. It's sort of a dungeon-crawler, but I think it's not too bad. The small sections of land are because there is just so much backtracking in places. I can agree that some mobs may be a bit too strong at points, but as the game grows in size, I can even out some of the mobs strength so a new area doesn't seem overpowering. But yeah, I probably will need lots of help with scripts in the future, and if you're willing to help, then I'll add you to the credits for scripting/coding
I have some half-hatched ideas that I still really need to think about, I was thinking about some way to use your magic meter, I think having spells like throwing a ball of reddust particles that deal damage and or making a mob burst into flames (this would be really good for my Icy Area that I plan on adding later). Or stun mobs in place like what the boomerang does. Spells would have to added to a new GUI screen with their own leveling system that your magic meter has. Spells could be upgraded by finding enchanted crystals or something along those lines. I was also thinking more weapons, i like how your Megaton Hammer has a cooldown, it would be nice if I could make axes, a new weapon, to the game. Axes could be stronger, but they have a slower attack speed. These are all ideas that I've been boiling, but I can't script!
Sounds like a good but challenging script. It starts getting a little complex when you add in a new gui and leveling system, but I can definitely make you magic spells and I can probably create a gui for them and perhaps leveling. As far as new weapons, I can pop those out in half an hour or so. They are really easy if all you want them to do is be a weapon.
Also I forgot to ask. What the heck is with all the random useless junk you find in your map? Like all the iron tools.
Sounds like a good but challenging script. It starts getting a little complex when you add in a new gui and leveling system, but I can definitely make you magic spells and I can probably create a gui for them and perhaps leveling. As far as new weapons, I can pop those out in half an hour or so. They are really easy if all you want them to do is be a weapon.
Also I forgot to ask. What the heck is with all the random useless junk you find in your map? Like all the iron tools.
Well, the spells and new GUI are just an idea. They don't have to be implied; but I think its a good idea o help branch my map off from the other "standard" maps. The weapons will probably just be new weapons that have increased strength beyond that of the diamond sword, so later mobs can have a **** ton of life and must be defeated using these new, stronger weapons, and hopefully add Axes to the mix so I can get a new type of weapon in there. Axes should have high attack power and a powerful knock back to accommodate for the Axes "cooldown" after a swing (because they be so darn heavy!).
As far as he useless junk, I probably forgot to remove half of it. The first part of the game, Lost Village, has a lot of useless junk. I tried to add a sense of emptiness to the atmosphere. There's all this stuff left around, but there is no body here. It's trying to make you think, "Where did everyone go?". But, if the "junk" is too confusing, then I can easily go through and have it all removed.
Also, If you want to give me feedback on my map, (like telling me how you feel about areas, how the map is set up and how the progression feels; are some areas too hard to figure out or too easy? Etc..) That would be much appreciated, so I know specific areas to address in updates. You've been so incredibly helpful this far, and if you really want to help me build this map into something monstrous, then come on board lol. Now that I have a better computer, I've been flying through building stuff like crazy fast and dungeons are getting more elaborate as more ideas come to me. You have been the most helpful person, to this point, with my map though; so I appreciate everything you're doing for me!
sorry I have not finished the mummy yet. I have been very distracted but it is almost done. Just need to do a little tweaking.
Its cool dude, anytime is a great time for it. I was wondering, are you gonna make a way for me to change how much damage the poison does? So I can manipulate it to fit where I need it too.
Its cool dude, anytime is a great time for it. I was wondering, are you gonna make a way for me to change how much damage the poison does? So I can manipulate it to fit where I need it too.
Yes, I have made it so you can easily configure several aspects of the mummy. I will list them all like I did with the magic meter.
IMPORTANT NOTICE: I will no longer be creating public scripts or helping people with their scripting issues. I am sorry, but I simply do not have the time. From now on, I will be a private scripter for Zeldacraft's Legendary Masks Map. This map is amazing and I highly encourage you to play it
[represent]
ALL OF MY SCRIPTS AND TEXTURES ARE NOW AVAILABLE FOR FREE USE, BY EVERYONE, ON THE CONDITION THAT YOU GIVE ME CREDIT!!! YOU NO LONGER HAVE TO ASK
KEY:
OoT: Based on The Legend of Zelda Ocarina of Time
MM: Based on The Legend of Zelda Majora's Mask
m: Requires the current version of my Magic Meter script to be installed first
m: May require the current version of my Magic Meter script to be installed first
Magic Meter v1.1 (OoT):
Download v1.1
Demo video by link9/link9992 v1.0
Demo video by Renounce4 v1.1
Change Log:
v1.1:
-- Added in customization of height, position, and color.
-- Added infinite magic option
-- Added the ability to turn the magic meter on and off
-- Added a template for an item that uses magic
-- Few other minor tweaks and changes
v1.0:
-- Adds an advanced magic meter in the upper left hand corner
-- Script allows for easy customization between 2 different upgrades
-- Allows for easy customization of 3 different magic replenishing items (is not meta-data supportive)
-- Allows for the map creator to upgrade/downgrade the magic bar within the game via script blocks
-- Includes many other small details
Megaton Hammer v1.0 (OoT):
Download v1.0
Demo video by zombiqueen v1.0
Demo video by link9/link9992 v1.0
Change Log:
v1.0:
-- Adds in the Megaton Hammer from The Legend of Zelda Ocarina of Time
-- It is used as a weapon doing damage 12 damage and stunning them for half a second (10 ticks)
-- It takes 1.5 seconds to cool down after being swung
-- It can be used to push in rusty (stone) pressure plates which spawns a redstone torch 2 blocks below it
-- (negative) changes the texture of smooth stone
Deku/Hylian/Mirror Shields v1.1 (OoT):
Download v1.1
Demo video by zombiqueen v1.1
Demo video by link9/link9992 v1.1
Change Log:
v1.1:
-- Bug fixed where the shield wouldn't change it's texture if it wasn't in the players inventory
-- The light of the Mirror Shield now does half as much damage
v1.0:
-- Adds the ability for the map creator to change the shield between Deku/Hylian/Mirror shields from OoT
-- Deku shield will burn if player is on fire
-- Hylian shield acts as the normal shield
-- Mirror shield can be activated by a script block to (reflect light)
-- When reflection hits a picture (sun image included) it is removed and a redstone torch is spawned 6 blocks below
-- Mirror shield light burns zombies, skeletons, and skeleton swords
Poison Mummy v1.0:
Download v1.0
Demo video by zombiqueen v1.0
Demo video by link9/link9992 v1.0
Change Log:
v1.0:
-- Running this script in a spawner while spawning a zombie, will transform it into a poison spraying mummy
-- It is easy to customize many attributes of the mummy including strength, speed, health, chance of spraying (anything above 10% will be almost constant), damage from poison, range of poison, and amount of time the poison cloud lasts
Majora's Mask's v1.0 (MM, m):
Download v1.0
Demo video by ZeldaCraft v1.0
Demo video by Renounce4 v1.0
Installation video by Renounce4 v1.0
Change Log:
v1.0
-- Adds in the Deku, Goron, and Zora masks from The Legend of Zelda Majora's Mask
-- Each mask has many customization variables
-- Deku link can bounce on water and shoots nuts
-- Goron link can roll and punch
-- Zora link can swim very well and throw fins
Fire/Ice/Light Arrows v1.0 (OoT, m):
Download v1.0
Demo video by Renounce4 v1.0
Change Log:
v1.0
-- Adds the fire, ice, and light arrows from The Legend of Zelda Ocarina of Time
-- Each arrow has many customization variables
-- Fire arrows can light torches and melt ice
-- Ice arrows can put out torches and make ice
Slot Forcing v1.0:
Download v1.0
Demo video by VoLTIcCZz2
Change Log:
v1.0
-- Adds in the ability to force items into certain slots (not perfect needs an update!)
Axes v1.0 (m):
Download v1.0
Change Log:
v1.0:
-- Turns the 5 axes in the game into usable weapons
-- Each axe can be customized with damages, ranges, knock backs, cool downs, fire aspects, ice aspects, and magic costs
Coming Soon:
-- Darknut v1.0
-- ???
Scripting Guide
Here are some tutorial video's I have made to help teach people how to script. I will be coming out with more soon. Post any other questions.
Tutorial 1: The Basics
Although I just tried the map that's the supposed download and its only the hammer map.
what seems to be the problem?Never mind I fixed it. Thank you for actually posting about it
... I wonder if it was ever working? it would make sense if it didn't since I never heard from anyone about it and it has fewer downloads than the other one XD
http://www.minecraft...-380-downloads/
If you are willing to be patient, then yes I can help you. I will make the mummy as soon as I can but right now I am working on a few other things ok? Do you want the mummy to just be a modified zombie?
While I got you here, i was looking over your Megaton hammer script and I noticed that you have the line Player.swingMainHand. Is this the line that makes you able to swing a weapon, so I can add more swords to my game? I know a little bit about coding, but I don't know how to set up the commands.
http://www.minecraft...-380-downloads/
That is exactly what that code does. Good luck with your map, and I'll get the the mummy soon. If you have any more questions just ask.
If you get bored, you should try my map out. I just released a new update for it, its pretty awesomes lol.
http://www.minecraft...-380-downloads/
I'll check it out tomorrow if I get the chance. Right now I have a little homework.
P.S. I think I will do your mummy script before I do the Masks one because it will take much less time. So I will hopefully be done with it by Saturday but I can't promise it will be.
That'd be pretty cool, but I'm in no hurry for it.
http://www.minecraft...-380-downloads/
Thanks for checking it out, I work very hard on it. As for the difficulty, its designed to force you to think about what you should do next. It's sort of a dungeon-crawler, but I think it's not too bad. The small sections of land are because there is just so much backtracking in places. I can agree that some mobs may be a bit too strong at points, but as the game grows in size, I can even out some of the mobs strength so a new area doesn't seem overpowering. But yeah, I probably will need lots of help with scripts in the future, and if you're willing to help, then I'll add you to the credits for scripting/coding
I have some half-hatched ideas that I still really need to think about, I was thinking about some way to use your magic meter, I think having spells like throwing a ball of reddust particles that deal damage and or making a mob burst into flames (this would be really good for my Icy Area that I plan on adding later). Or stun mobs in place like what the boomerang does. Spells would have to added to a new GUI screen with their own leveling system that your magic meter has. Spells could be upgraded by finding enchanted crystals or something along those lines. I was also thinking more weapons, i like how your Megaton Hammer has a cooldown, it would be nice if I could make axes, a new weapon, to the game. Axes could be stronger, but they have a slower attack speed. These are all ideas that I've been boiling, but I can't script!
http://www.minecraft...-380-downloads/
Sounds like a good but challenging script. It starts getting a little complex when you add in a new gui and leveling system, but I can definitely make you magic spells and I can probably create a gui for them and perhaps leveling. As far as new weapons, I can pop those out in half an hour or so. They are really easy if all you want them to do is be a weapon.
Also I forgot to ask. What the heck is with all the random useless junk you find in your map? Like all the iron tools.
Well, the spells and new GUI are just an idea. They don't have to be implied; but I think its a good idea o help branch my map off from the other "standard" maps. The weapons will probably just be new weapons that have increased strength beyond that of the diamond sword, so later mobs can have a **** ton of life and must be defeated using these new, stronger weapons, and hopefully add Axes to the mix so I can get a new type of weapon in there. Axes should have high attack power and a powerful knock back to accommodate for the Axes "cooldown" after a swing (because they be so darn heavy!).
As far as he useless junk, I probably forgot to remove half of it. The first part of the game, Lost Village, has a lot of useless junk. I tried to add a sense of emptiness to the atmosphere. There's all this stuff left around, but there is no body here. It's trying to make you think, "Where did everyone go?". But, if the "junk" is too confusing, then I can easily go through and have it all removed.
Also, If you want to give me feedback on my map, (like telling me how you feel about areas, how the map is set up and how the progression feels; are some areas too hard to figure out or too easy? Etc..) That would be much appreciated, so I know specific areas to address in updates. You've been so incredibly helpful this far, and if you really want to help me build this map into something monstrous, then come on board lol. Now that I have a better computer, I've been flying through building stuff like crazy fast and dungeons are getting more elaborate as more ideas come to me. You have been the most helpful person, to this point, with my map though; so I appreciate everything you're doing for me!
http://www.minecraft...-380-downloads/
Its cool dude, anytime is a great time for it. I was wondering, are you gonna make a way for me to change how much damage the poison does? So I can manipulate it to fit where I need it too.
http://www.minecraft...-380-downloads/
Yes, I have made it so you can easily configure several aspects of the mummy. I will list them all like I did with the magic meter.
Alright, that sounds good. I can't wait to see what you did!
http://www.minecraft...-380-downloads/