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Enemies and Level 9 Keys


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#1 Lynel Richie

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Posted 12 June 2020 - 09:26 AM

All of the secrets, shops, items and whatever types of rooms are complete across the entire overworld.

As I started placing all of the enemies I decided I wanted something more. There will now be nine keys (to be used in the final dungeon) hidden throughout the overworld. Each of them is held by a more powerful and unique (overworld) enemy. The enemy editor is so awesome and I would be remiss if I did not take full advantage of it. I am currently, finishing up the last couple of these "boss" enemies and the placing of regular enemies.

After that I can finally start on dungeons.
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#2 James24

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Posted 13 June 2020 - 01:01 AM

Sounds like a good old NES style Zelda quest.  I'll be sure to check it out if/when it becomes public.


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#3 Architect Abdiel

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Posted 13 June 2020 - 09:53 AM

I really like the idea. My question is how are you intending to make them keys specifically for level 9? I know how I would do it, but if you are just handing them out as regular keys, they can be used anywhere.
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#4 Lynel Richie

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Posted 13 June 2020 - 03:02 PM

I really like the idea. My question is how are you intending to make them keys specifically for level 9? I know how I would do it, but if you are just handing them out as regular keys, they can be used anywhere

 

I'm glad you asked. The overworld DMap is listed as level 9 and the keys are level specific (with a new tile). The passive subscreen is particular to that overworld and lists those keys. Dungeons 1-8 use general keys and a particular, dungeon, passive subscreen that displays regular keys. Obviously, I don't have keys for sale in the shops (I always hated that anyway).

 

Furthermore, Boss Keys will also be guarded by an edited, powerful dungeon enemy. 


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#5 Lüt

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Posted 14 June 2020 - 06:34 AM

The overworld DMap is listed as level 9 and the keys are level specific (with a new tile).

That should work fine, but just for reference, there's a very basic script on the database that'll let you make level-specific keys for another level. You just put the level number you want the key to count toward in the item data.

 

The only thing to consider when giving an overworld a level number is that your continue point will be set to the last used entrance/exit warp, whereas leaving it level 0 will always start you on the original "continue here" screen like the original game did.

 

But if you want these special keys to show on the overworld subscreen as well, then your current setup is the best.

 

Also, congrats on registering PZC's best username.


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#6 Lynel Richie

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Posted 14 June 2020 - 08:13 PM

That should work fine, but just for reference, there's a very basic script on the database that'll let you make level-specific keys for another level. You just put the level number you want the key to count toward in the item data.

 

The only thing to consider when giving an overworld a level number is that your continue point will be set to the last used entrance/exit warp, whereas leaving it level 0 will always start you on the original "continue here" screen like the original game did.

 

But if you want these special keys to show on the overworld subscreen as well, then your current setup is the best.

 

Also, congrats on registering PZC's best username.

 Oh, that is good to know. Thanks for the info. I'm fine with that, though.


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