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2.55- How to Make Red/Blue Blocks


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#1 ywkls

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Posted 04 March 2024 - 01:26 AM

This is intended as part of a series of tutorials on how to set up some of the various features which people might use in 2.55.

I will include screenshots as much as I can. This tutorial is on how to set up red/blue block puzzles/switches.

These are a puzzle seen in many standard Zelda games where hitting a switch raises some blocks and lowers others; allowing you to move about.

 

Here's the minimum number of combos you will need:

 

  1. A switch in the red is raised/blue is lowered state.
  2. A switch in the red is lowered/blue is raised state.
  3. A red is raised block.
  4. A red is lowered block.
  5. A blue is raised block.
  6. A blue is lowered block.

Let's start with our two switches.

The key page in the combo setup to mess with is the "Triggers" tab.

First, select Weapons. This will allow you to decide which items triggers these blocks.

 

Next, select Effects. For ease of setup, place the combos listed at number 1 and 2 above next to one another in the combo list.

For the first one, in Combo Change, put 1.

It you want your switch to make a sound when thrown, select the SFX from the dropdown menu at the bottom of the page.

 

Third, select States/Spawning. This allows the effects to alter other combos.

For this, we'll use Level State. Be sure to remember what value you have this set to.

Check the boxes "LevelState->" and "->LevelState" .

 

For the second switch, copy the setup and on the Triggers, Effects page; make the value of Combo Change negative 1.

This completes the setup of the switches.

 

The second step is our raised blocks (either color).

You can set up either red or blue first.

For convenience, you should place raised and lowered blocks next to each other.

Under Triggers, Effects; Combo Change should be one.

 

Under Triggers, States/Spawning; make the value of Level State the same as your switches.

Next, check the box "LevelState->".

 

For lowered blocks, simply copy this setup and change the value of Triggers, Effects; Combo Change to negative one.

That's it! You now have dungeon wide red/blue blocks that will change every time you hit the switch and persist across the dungeon.


Addendum: How to Make Permanent Warps that Activate a Warp Elsewhere in the Dungeon

 

AKA- How to Make Boss Warps

 

This is quite similar to how to set up Red/Blue Blocks, so they can probably share a topic.

You will need the following combos:

 

  1. A Warp activation combo.
  2. An inactive warp destination combo.
  3. A warp combo.

Have all 3 share a level state.

For convenience, let's say they're in that order in the combo page.

Set up number two like the raised/lowered red/blue blocks above.

Have Triggers, Effects; Combo Change set to 1.

 

For the first combo, the easiest way to activate it is to step on it.

Go to Triggers, Other and click the box "Step->".

Have Triggers, Effects; Combo Change set to 1.

The remaining setup is identical to the switches listed above.

Be sure to set up your warps once you have created these combos.

Place the warp activation combo where you want your shortcut to go.

Place the inactive warp destination combo where you want the shortcut to start.

That's it! You now have functional warps that activate another warp elsewhere in the dungeon.


Edited by ywkls, 04 March 2024 - 02:01 AM.


#2 ywkls

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Posted 04 March 2024 - 08:21 PM

Addendum: Making Multiple Versions of the Above

 

If you want more than one boss warp, or set of red/blue blocks which have different activation triggers in the same dungeon.

Simply set the value of "Level State" to any value other than the ones already use.

This allows for up to 32 different things that can be toggled in a dungeon.


Edited by ywkls, 04 March 2024 - 08:21 PM.


#3 Emily

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Posted 09 March 2024 - 01:28 PM

Could probably also discuss the GlobalState option, which can:
- Be used just like levelstate, for 256 states that are shared quest-wide

- Instead of just "on/off", it can be set to do a "timer", which can create a mario P-Switch like effect



#4 ywkls

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Posted 18 March 2024 - 08:22 PM

Addendum: Once set, the level state won't reset itself on its own.

That means your areas should be set up in a specific way.

Either make it where the means to activate these blocks is always accessible.

Or create a room where this is don't automatically for you. 

 

In that room, place a combo which acts like a switch that hasn't been hit with no trigger.

Have the combo next to it be a triggered switch.

Have it set to be automatically triggered by Triggers, Other, check Always Triggered.

 

This should reset these blocks when you enter the dungeon if they've been triggered.




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