Is it actually useful to have unvisited rooms dark on the map?
#1
Posted 19 January 2017 - 12:12 AM
I actually really like it if the map has gray rooms for the ones you did not visit yet. But since I want to use multiple screens for one "map-screen" out of various reasons (for example if you have two versions of the dungeon if you have a past-present gimmick) I would need a script to copy the "visited status" to another dmap. And that would be rather annoying. So I wonder, what do you think, is it an actual help or just a unnecessary extra?
In my case (actually playing the oracle-series) as an airhead I find it often helpful for navigating to unvisited rooms or to check if you found everything, but it is also rather useless or even misleading if warps play a role or the next step is a switch or so in an already visited room. While I like it I think atm I can just drop that extra, but I wonder if I only don't remember how useful it is exactly because it is so useful and made me play through the dungeon so swiftly. What is your opinion?
#2
Posted 19 January 2017 - 08:16 PM
FYI if you're not already using it for something else, you can use Screen State Carryover to duplicate your choice of screen states (including visited I believe) between any two (or more) screens. No scripts required.
I think seeing unvisited rooms, and knowing where I have and haven't been, is a useful feature. If you get lost, or if you're looking for hidden rooms with extra prizes, it's a good indicator of where you should be looking for the next step.
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#3
Posted 19 January 2017 - 08:42 PM
That's basically how Doom does it with its automap item, so yeah I can get behind that easily.
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#4
Posted 19 January 2017 - 10:21 PM
Is Doom a Quest/Project in ZC? I have troubles to have an overview of all the great stuff going on here. What I remember is a ffc-script that requires to set up on each screen and with multiple versions of a dungeon that seems a hell of work.
#5
Posted 19 January 2017 - 11:19 PM
Should be very easy to do with a global script:
//call on screen change or dmap change if ( Game->GetCurDMap() == past || Game->GetCurDMap() == future ) { bool visited; for ( int q = 0; q < 128; q++ ) { visited = ( Game->GetScreenState(DMapToMap(past), q, ST_VISITED) != 0 || Game->GetScreenState(DMapToMap(past), q, ST_VISITED) != 0 ); if ( visited ) { Game->SetScreenState( past, q, ST_VISITED, true ); Game->SetScreenState ( future, q, ST_VISITED, true); } } }
Edited by ZoriaRPG, 19 January 2017 - 11:24 PM.
- Naru likes this
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