- Idea for New Timed over layers, sorta works like 'timed warps' where it flashes the overlayer image from one map to another maps image to make it look like an over layer is moving or animated on a single map screen?
The timed over-layer your character walks under changes maps it is 'used or assigned from' then cycles through them and repeats the process. -where it says in data- (this map and several others are all using this as over layer)
the Overlayers on maps assigned changes layers used from at sudden second intervals.
Timed seconds you can make it fast or slower depending on the number entered in a type box.
If the data uses an over layer from map 1 then from map 2 etc it cycles map 1 over layer to image map 2 over-layer after and repeats itself timed intervals if set that way.
This could work for making new interesting bosses easily, where if a character slashes a block or point on an over layer that is cycling images, a number of given times,
it changes to the next line of over-layer images, timed animation commands, a required number of times to slash or hit it with a weapon next.
if a character waits too long to hit a block spot as a timer counter is set. It reverts back to the first pattern of over layers the boss image is using. There are two timers next to each other, one for over layer image speed time cycling and one for time until block is hit or item used.
This is a tool the ZC editor badly needs, if it could run outside the editor even attached to Zelda classic editor like an extra appendage as it runs just like 2.55 is doing, with that weird black screen, that would be great. Like an extra outside organ to zelda classic simplizing programming/scripting at high levels, as a decoder perhaps.
Edited by SkyLizardGirl, 04 January 2019 - 06:51 PM.