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Subscreen Question -- Regarding Scrolls


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#1 Reflectionist

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Posted 19 December 2016 - 11:59 PM

Hey, guys!

I had been following the various Subscreen tutorials here on PureZC and on the internet, and I came up with this from what was there in the DoR-Hybrid Tileset:

kyHDF6m.png

I'm pretty proud of it, even if I was using what was already there--but it looks like things might get cramped awfully soon.  Especially since I'm still wanting to include four of the six possible scrolls in my quest.  I want the Spin Attack, Hurricane Spin, Quake Hammer, and Super Quake Hammer... Two for the sword, and two for the hammer.  So I figured I'd just have them be techniques that the player has to "learn" instead of "collect" and when you got one, a little marker might show up next to the sword or the hammer.  

 

Are there ways to do that?

Thanks ahead of time!

EDIT -- While I'm at it, if I'm planning on having multiple Bomb Bags and Quivers in my quest--similar to getting Missile Expansions in Metroid--is it still possible to put a counter on those?  Say, I've gotten 3 Bomb Bag upgrades out of the 5 that are in the game, can it say "3/5"?  Wait, I could easily make it say 3, then just make the /5 be part of the subscreen graphics.... Okay, i'm cool.  


Edited by Reflectionist, 20 December 2016 - 12:06 AM.


#2 Jamian

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Posted 20 December 2016 - 08:40 AM

Scripts are disabled when the subscreen is showing, but you can have custom counters and custom tiles in your subscreen, and use scripts during the game to edit said counters and tiles.

 

Example: Place a custom tile next to the sword. It will be empty at first. When the player learns a new technique, use a script to change the tile in your tileset (copying another tile, which will show the appropriate markers, over the original one). The updated tile will then appear in the subscreen. IIRC the in-game tileset changes are not saved in your saved quest file, so you'll need to have something in your global script to set up the tile changes again whenever the player restarts.


Edited by Jamian, 20 December 2016 - 08:44 AM.

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#3 MoscowModder

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Posted 20 December 2016 - 08:43 AM

Alternatively you could add those icons as extra items, and the scrolls would have pickup scripts giving you those icon items in addition.


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#4 Timelord

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Posted 20 December 2016 - 01:24 PM

As stated, I would set them up using them tiles that only use an 8-pixel corner of a tile, either as a row of icons, or as overlays.

 

If you want to be fancy, you could do DrawTile(7, tile, ...) over the passive subscreen when items that can use the techniques are active; or you could place them as static icons on the passive subscreen, using the subscreen editor.


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#5 Reflectionist

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Posted 24 January 2017 - 04:29 PM

As stated, I would set them up using them tiles that only use an 8-pixel corner of a tile, either as a row of icons, or as overlays.

 

If you want to be fancy, you could do DrawTile(7, tile, ...) over the passive subscreen when items that can use the techniques are active; or you could place them as static icons on the passive subscreen, using the subscreen editor.


This seems like the most hassle-free option.  Would you be willing to explain that in more detail?  I'm somewhat new to ZQuest, still.  I'm learning the ropes, but some of it's still a bit over my head.



#6 Rastael

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Posted 08 February 2017 - 07:38 AM

I think, there's another way:

 

Just make the scroll-item look like a small icon and place it on the subscreen near the sword/hammer.

 

Make sure, to force the player, to get the item, without seeing it (after learning the new sword-/hammer-move, warp link on the item). :)



#7 Anthus

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Posted 08 February 2017 - 12:05 PM

I think, there's another way:

Just make the scroll-item look like a small icon and place it on the subscreen near the sword/hammer.

Make sure, to force the player, to get the item, without seeing it (after learning the new sword-/hammer-move, warp link on the item). :)


That would work, but it's even easier to silently give Link the item with a string control code. :)

#8 Aslion

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Posted 08 February 2017 - 01:10 PM

I think, there's another way:

 

Just make the scroll-item look like a small icon and place it on the subscreen near the sword/hammer.

 

Make sure, to force the player, to get the item, without seeing it (after learning the new sword-/hammer-move, warp link on the item). :)

 

 

That would work, but it's even easier to silently give Link the item with a string control code. :)

 

This would probably be the most elegant way to do it.

 

If you want the pickup to look like an actual scroll or item you could also create dummy items that run a script that give you the real (icon) items as well, would be very simple to do.  Could even do it with string control codes if you have an item pickup message script.



#9 Reflectionist

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Posted 09 February 2017 - 12:47 AM

I do have an item message pick up script.  

I don't know, though, guys.  I'm really having trouble with ZQuest.  I'm just don't understand this stuff.  I think I just want to design a quest, come up with a big document full of ideas and see if that's a good starting point for a bunch of folks to collaborate on.  I just don't have it.  




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