			By call of popular demand.
	  	 OL Scripter Kouruu is proud to present:
				The Bombchu

Files were properly modified and created in the making of this.

Credit also goes to GD for the _bombweapon1.zes for it was used in the making
of this.
Additional credit goes to whoever ripped the bitmaps from zelda that i used.
And finally credit goes to Kouruu(Me) for getting lucky and creating a working
bombchu on my first try.  :)

It is fully functional and all you have to do is include them in your quest.
Files included in zip:
bombchu.bmp - Kouruu's bitmap of little bombchus.
bombchu.spt - Look at that Kouruu took the liberty of defining the sprites. :0
bombchuweapon.zes - script that runs the bombchu.
pbombchuweapon.zes - script that allows player to use it.
bombchu.wav - makes a ticking sound to sound like a motor moving the bombchu. Made it myself

Additional to this, you need to add a CallFunction() to your main script.
The reason for this is that I got tired of all of the bombs shooting out when I
press a key once. So I added a timer in the bombchu script; I added it to my _bombweapon1
script as well; that caused a delay every time you dropped a bomb or bombchu so
you had time to take your finger off the trigger.  If anyone can figure out how
Plz let me know. If  you don't I can't better me self. :P

Any way  put this line in your Main script.  That's Options>Edit Main Script.

CallFunction("pbombchuweapon", false, "count", "NULL");
   
put it in the main() so it runs everytime. Other wise when you lay a bombchu,
you won't be able to lay another one because the pbombchuweapon script thinks
it ain't been long enough.  So add it.

Have a NICE DAY!