I was also considering whether screen 26 (Dimentio's screen replacing mine, that he put up on this page) should be a dungeon entrance, and whether the tower over at the left should be one. We haven't decided on anything, but I don't think we necessarily have to reach a consensus to do stuff, because that kind of goes against part of the point of the Massacre. I have been suggesting that we have some dungeons further left in the overworld (though no other entrances exist yet), but again, we can't force anything.
We could probably also have some mini-dungeons, but I wouldn't count on it, because it's going to take a while to get the dungeons finished.
Also, it hasn't happened yet (except maybe for level one, I can't remember because I wasn't here yet), but you could probably just start a dungeon without thinking about which entrance leads to it. It'll sort itself out - that's the magic of 1SM.
On the one hand, the bridge being a dungeon might be a bit odd, since currently there's nothing blocking the entrance to it (unlike every dungeon after level 1). On the other hand, "Lit Landing Underside" could have a lot of potential as a dungeon.
IIRC another member was in the process of making graphics for the currently unstarted level 5, so the underside could be a level 6? Alternatively, it could just be a minidungeon.
Yeah, I'd suggest that if it were a dungeon, then either something would have to be added to the entry screen to block the player, or inside the dungeon on the first screen. If it were a mini-dungeon, then, of course, the Heart Piece would be the reward.
I think maybe the rules should expand to include what happens if a person goes over the allotted day, seeing as how there have been a few people (read: me) who go over their allotted day and take several. Maybe, for instance, another person can claim, and it's up to the person who went over their time limit to merge their changes in with that person's.
I think that's probably fair. While I love your screens on the whole, it does get a little frustrating. That said, it may be annoying to have to copy over a 6-layer screen, but I suppose it's a price to pay.
So, that means that Zaxarone should make his screen now?
Also, since it's taken a while, just know we're all expecting a literal work of art. No pressure
I promise it wasn't the scripts that made this take so long; I was just bogged down by IRL stuff and my 18th birthday. In hindsight though, I probably should've made the scripts before claiming.
Changelog
Added monster forms. Currently there's only Gels, Zols, and Minimentus. They might fit in as a secondary gimmick to level 2, but that's really up to you guys and how you use them. If you're curious about how they play, try them out and play with them yourself! To use them, use the Transform_Thing script.
Setup
D0: Form to change to (0 = Link, 1 = Gel, 2 = Minimentus, 3 = Zol, More TBA in future (maybe))
D1: if this is greater than 0, stepping on a flag of this number will activate the transformation
D2: if this is greater than 0, stepping on a combo of this number will activate the transformation
D3: if this is greater than 0, stepping on the combo type this corresponds to will activate the transformation (check the CT_ constants in std_constants)
D4: if this is greater than 0, touching this FFC will activate the transformation
D5: if this is greater than 0, touching a corresponding enemy weapon type this corresponds to will activate the transformation (check the EW_ contants in std_constants)
D6: if you're using D5 and this is greater than 0, the sprites of the weapons specified by D5 will change to this sprite.
Alternatively, you can use the SetTF script, which will activate the transformation specified by D0 upon entering the room with the FFC (probably useful for cutscenes or multiroom shenanigans).
Added in Z3 Zols. These guys hide in the floor until you get near, after which they will jump and chase you.
Added in Moosh's Advanced Switch Pack.
Changed Link's sprites to have blue eyes. Why? ... idk. Feel free to reverse this if you dislike it.
Changed the wand to be more like a light wand, with sfx and graphics and all, following a discord discussion. Honestly really love the look of it now.
Added the beamos enemy script, but I haven't set it up yet. Feel free to do so if you want.
Added an NPC script. Also cleared out all the useless npcs in the dev room.
Fixed the baba buds in Anthus' screen. Gotchu covered fam.
Altered Klop's screen following my suggestion.
Gave level 1 a really dumb very placeholder name (it roughly means "Chaos Circle"). Really feel free to chage it if you have a better name.