How to make an action from one screen get triggered from an action from another screen?
Do you need a script? If you know a script that will do that then can you show me it?
Edited by Kivitoe, 29 July 2015 - 03:27 PM.
Posted 29 July 2015 - 03:24 PM
How to make an action from one screen get triggered from an action from another screen?
Do you need a script? If you know a script that will do that then can you show me it?
Edited by Kivitoe, 29 July 2015 - 03:27 PM.
Posted 29 July 2015 - 03:33 PM
Go to screen-> screen data->S.Data 1. There you will choose the map and screen you want the secret to be triggered.
Posted 29 July 2015 - 07:15 PM
Posted 14 August 2015 - 08:44 AM
Wait, if i get you right I have to tick the boxes for events to carry over? Always thouht the boxes are for disabeling certain carry-overs (what would explain why carry over didnt work for me so far)
Posted 14 August 2015 - 09:39 AM
Wait, if i get you right I have to tick the boxes for events to carry over? Always thouht the boxes are for disabeling certain carry-overs (what would explain why carry over didnt work for me so far)
I explained that improperly:
Once you set a screen, and DMap, in the Carryover options on S.Data 1, all of them will carry over. You need to tick the boxes to control what carries over, by deselecting events that you do not wish to carry over. The other box, 'No Reset' are events that will not reset on the present screen, if the player touches a Reset Room Combo.
You use Reset Room combos to re-set puzzles, and anything that you set as 'No Reset' will be untouched by a reset. That can, in theory, make solving multi-tiered puzzles less burdensome, except that neither of these things allows you to manually select secrets by type.
Here's an Example Quest for you. The lock block is set, not to carry over, while the tree (a sword trigger secret), does carry over to the screen to the right. I placed a Reset Combo on both screens. One is set to excludethe Lock Block, while the other (on screen 01) has no exclusions.
What you may be doing, that is keeping it from working, is using DMap refs, and not absolute Map refs. Carryovers use Map Numbers, not DMap numbers. That's why the default is 'Map 0', as that is not a user-space. (There is no 'Map 0' that you can modify.)
--
I think that the UI is counter-intuitive at times, and could be improved in a future 2.5x build. I would prefer selecting the events to carry over, with an on/off toggle, and separate the reset options from the panel, so that it's more clear what you are doing.
Edited by ZoriaRPG, 14 August 2015 - 10:06 AM.
Posted 12 November 2019 - 03:50 AM
Posted 12 November 2019 - 04:40 AM
Does this carryover for enemies>secret aswell? Like can i kill an enemy in one room to activate secret tiles in another room?
It does, yes
Posted 12 November 2019 - 11:42 AM
Posted 12 November 2019 - 04:21 PM
Posted 19 November 2019 - 01:58 AM
Posted 19 November 2019 - 04:05 AM
Pretty sure NES dungeons have hard-coded temporary secrets so that might be causing issues? Is it working with other dmap types?Does this also work in a nes dungeon dmap? I attempted to use this trick in a dungeon but i cant seem to get it to work
Posted 19 November 2019 - 06:08 AM
Yeah, NES dungeon secrets are ALWAYS temporary. Try 'Screen Data -> Treat Screen as Interior'. Unsure if needed on the source or dest screen, or maybe both.Pretty sure NES dungeons have hard-coded temporary secrets so that might be causing issues? Is it working with other dmap types?
Posted 19 November 2019 - 12:06 PM
0 members, 1 guests, 0 anonymous users