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Zelda Classic 2.50 RC5


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#136 ShadowTiger

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Posted 23 November 2012 - 01:39 PM

QUOTE(Jared @ Nov 23 2012, 01:34 PM) View Post

Saffith, do you guys just add random things in parts such as the Subscreen Editor? And not test anything or figure out how anything works?

I wanna use things like the "Show: 1/2 Heart" thing for the Heart Gauge Pierce etc, but I don't know how. What's the point of having such useful things if there's no documented way of using them unless through trial and error?


I believe that's only for the Magic Meter. It allows you to change the graphics of a magic meter that has been imbued with the "1/2 Magic" characteristic, so you can hide the old one but have it in the same spot.

Life gauge pieces don't have a half heart feature. That's what Rings are for. So the best bet is to just ignore it, or the Devs can take that out.

I could be wrong of course. 'tis a world of possibilities, aye.

#137 Jared

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Posted 23 November 2012 - 04:20 PM

There's a 1/2 option. I thought it was for a half heart sprite. I may be wrong though.

#138 Saffith

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Posted 23 November 2012 - 04:42 PM

QUOTE(Jared @ Nov 23 2012, 01:34 PM) View Post
I wanna use things like the "Show: 1/2 Heart" thing for the Heart Gauge Pierce etc, but I don't know how. What's the point of having such useful things if there's no documented way of using them unless through trial and error?

I don't even know what that's supposed to do. The Wiki suggests it controls granularity, but I would think you'd just change the tiles for that...

QUOTE(ZoriaRPG @ Nov 23 2012, 01:35 PM) View Post
I also had an instance where ZC didn't want to exit (was lingering), and then seemed to force-close itself, as it vanished before I could close it in Taskman. I am guessing this is now a failsafe in the code.

Do you still have force_quit=1 in ag.cfg? If you do, try disabling it again for now.

#139 Jared

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Posted 24 November 2012 - 03:01 AM

Is it just me, or are Screen State Carryover's not working? I set it up perfectly, and Link walks over the Permanent Combo, but the target screen's secret doesn't activate.

#140 Jared

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Posted 24 November 2012 - 01:58 PM

Okay, it looks like another one of my Screen State Carryover's are broken, and it worked before. This can't be a coincidence.

#141 Eurysilas

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Posted 24 November 2012 - 04:04 PM

QUOTE(Saffith @ Nov 19 2012, 05:15 PM) View Post

Hm. It looks like it crashed trying to display side warp info. Just a buffer overflow, hopefully...
Does it always happen when you look at a certain screen? If that's the case, try turning screen info off.


Yes, it always happens on the same screens, no matter the quests. Is it fixable without performing arcane programmer magic of heinous origin?

#142 Saffith

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Posted 24 November 2012 - 04:25 PM

QUOTE(Jared @ Nov 24 2012, 01:58 PM) View Post
Okay, it looks like another one of my Screen State Carryover's are broken, and it worked before. This can't be a coincidence.

Turn on the event logging rule and see what's in allegro.log after you try to trigger it.

QUOTE(Eurysilas @ Nov 24 2012, 04:04 PM) View Post
Yes, it always happens on the same screens, no matter the quests. Is it fixable without performing arcane programmer magic of heinous origin?

What screens does it happen on? Does it still crash if screen info is turned off?

#143 Jared

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Posted 24 November 2012 - 04:44 PM

This is what I found:

Continue DMap set to 2 (Started here)
Gained item 41: Wallet 1 (500)
Gained item 94: Scroll: Spin Attack
Continue screen set to 10
Warped to DMap 1: Serene Forest, screen 64, via Insta-Warp.
Screen (1, 40)
Screen (1, 50)
Warped to DMap 2: -Cutscenes-, screen 0, via Insta-Warp.
Screen (4, 00)
Warped to DMap 2: -Cutscenes-, screen 1, via Insta-Warp.
Screen (4, 01)
Warped to DMap 2: -Cutscenes-, screen 2, via Insta-Warp.
Screen (4, 02)
Screen Secrets triggered by the 'Enemies->Secret' screen flag. (This was an instant enemy death for a small cutscene stick, unrelated)
Current screen's State was set: Secrets
Warped to DMap 2: -Cutscenes-, screen 3, via Insta-Warp.
Screen (4, 03) (This was the screen that was supposed to change Map 1, Screen 50)
Warped to DMap 1: Serene Forest, screen 80, via Insta-Warp.
Screen (1, 50)

#144 Saffith

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Posted 24 November 2012 - 04:48 PM

What state is supposed to be set there, and what triggers it?

#145 Jared

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Posted 24 November 2012 - 05:37 PM

It's a step secret I think. It's supposed to trigger the secret on screen 50. It worked before. I didn't change anything either.

#146 Saffith

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Posted 24 November 2012 - 05:52 PM

The log doesn't mention secrets there, so it's not that it's failing to carry over; it's just not triggering in the first place.
Any idea why that wouldn't be working? If you can't find anything, I may just have to see the quest myself.

#147 Lemmy Koopa

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Posted 25 November 2012 - 01:01 AM

I think I found a bug. I seem to be continuing on Dmaps that haven't had the Continue Here flag checked.
Originally it always continued on the first Dmap, which was actually checked with "Continue Here", but it overrides that and continues on the new Dmap still.

I believe this happens with Exit/Entrance warps. This didn't happen last RC release.

Edited by Lemmy Koopa, 25 November 2012 - 01:02 AM.


#148 Jared

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Posted 25 November 2012 - 01:46 AM

QUOTE(Saffith @ Nov 24 2012, 05:52 PM) View Post

The log doesn't mention secrets there, so it's not that it's failing to carry over; it's just not triggering in the first place.
Any idea why that wouldn't be working? If you can't find anything, I may just have to see the quest myself.

Ireally have no idea what could be triggering it. They were working fine before.

#149 Timelord

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Posted 25 November 2012 - 12:58 PM

One of the things that I noticed in 2.5 is that caves no longer function in the same was as 2.10. That is, on a screen, I make a cave (Dave, Step Down), then set the screen attribute to Cave/Item, set the catch-all to the item i want, set the Guy and String as I did in 2.10.

Now, instead of going to S80 with a cave, item, guy and string, the item, guy and string appear on the overworld screen with the cave entrance. Is this a bug, or is this a change to permit multiple entrances, or a quest rule?

Additionally, with the quest rule 'Set items with A or B' on, I need to delete the item subscreens for B-only... The A+B versions do not set by default. Therefore, unless I delete the subscreen for B-only item selection, when the player picks up a sword, there is no way to select it. When this quest rule is on, the A+B subscreen should autoselect.

Further, if I select Z3 style subscreens, ZQuest forces me to delete the old custom subscreens, and the ones that remain do not have the Cane of Byrna. I had to export them from another new quest as .sub files and import them into the dev-test game file to get them back.

I am obviously going to need to create custom subscreens for my real game, but in debugging 2.50, I found this tedious, and the fact that Zquest didn't make the A+B subscreen the primary with the A+B Quest Rule selected confusing: I thought that that quest rule was unfinished, or horribly buggy or broken at first. Deleting the 'alt. B' subscreen fixed the problem.

Would it be very hard to add the option to the clock as a selection box for 'Inventory item'? I wanted to make a custom clock as an inventory item that uses magic to freeze enemies for a limited time, but the item profile 'clocks' doesn't have the 'Inventory item' option box.

I can confirm that Peahats now function correctly with the magic clock.

Edited by ZoriaRPG, 25 November 2012 - 01:02 PM.


#150 Saffith

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Posted 25 November 2012 - 01:46 PM

QUOTE(Jared @ Nov 25 2012, 01:46 AM) View Post
Ireally have no idea what could be triggering it. They were working fine before.

Well, if you'll send me the quest, I'll see if I can do anything.

QUOTE(ZoriaRPG @ Nov 25 2012, 12:58 PM) View Post
Now, instead of going to S80 with a cave, item, guy and string, the item, guy and string appear on the overworld screen with the cave entrance. Is this a bug, or is this a change to permit multiple entrances, or a quest rule?

That's now determined by a DMap flag: "Special Rooms And Guys Are In Caves only"

QUOTE
Additionally, with the quest rule 'Set items with A or B' on, I need to delete the item subscreens for B-only... The A+B versions do not set by default. Therefore, unless I delete the subscreen for B-only item selection, when the player picks up a sword, there is no way to select it. When this quest rule is on, the A+B subscreen should autoselect.

I don't know if there's a reasonable way to do that. The only difference between the two is whether the sword is selectable, and even that isn't reliable, as people sometimes deliberately use different subscreens with different items.
Anyway, if you're using that quest rule, there's no reason not to delete the swordless subscreens, so it doesn't seem like too big a deal.

QUOTE
Further, if I select Z3 style subscreens, ZQuest forces me to delete the old custom subscreens, and the ones that remain do not have the Cane of Byrna. I had to export them from another new quest as .sub files and import them into the dev-test game file to get them back.

I don't know what you mean. I can't think of a time when you'd be forced to delete subscreens.

QUOTE
Would it be very hard to add the option to the clock as a selection box for 'Inventory item'? I wanted to make a custom clock as an inventory item that uses magic to freeze enemies for a limited time, but the item profile 'clocks' doesn't have the 'Inventory item' option box.

That would be pretty difficult. It can be scripted easily, though.

CODE
item script UsableClock
{
    void run()
    {
        item clock=Screen->CreateItem(I_CLOCK);
        clock->X=Link->X;
        clock->Y=Link->Y;
        clock->Z=Link->Z;
    }
}


You'd put that on a new item using a custom item class and leave the regular clock as it is.


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