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Link's Awakening Keys?


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#1 Cukeman

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Posted 20 July 2017 - 08:14 AM

If you want to have an overworld like Link's Awakening where each dungeon requires a very specific key to open, can you do that through the item editor, or does that require a script?

 

I wouldn't want any other keys Link has to open dungeon entrances (not sure about the Magic key).

 

Just an option I'm considering.



#2 coolgamer012345

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Posted 20 July 2017 - 08:37 AM

I think you could do something janky by giving Link a Boss Key, and then placing the dungeon entrance screens on a DMap which has the level that matches the one the Boss Key matches.


Edited by TheBlueTopay'za, 20 July 2017 - 08:38 AM.

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#3 TheRock

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Posted 20 July 2017 - 09:26 AM

You can use screen state carry over to do this: When you get the item it has some type of triggering secrets and then a screen state carry over to the screen that checks if you have the item. The screen that you need the key will have a tile warp to a screen that will then check if you have the key, if you do have the key, it will then take you to another screen that looks the same and it will trigger the screen secrets and have a screen state carry over so now the key door will now be open. 

Kind of confusing, but once you get the hang of it it's pretty awesome of what you can do with this.



#4 Jamian

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Posted 20 July 2017 - 09:46 AM

An easier version using the screen state carry over method described above: instead of playing with tile warps, you could have a regular block that looks like a lock block (but doesn't work, since it's not an actual lock block). Then when secrets are activated, which should mean you have the proper key, the block turns into a real lock block.


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#5 Timelord

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Posted 21 July 2017 - 04:48 AM

Separate DMaps with unique levels are the cleanest way to handle this without scripts; however, I have already posted a script that you could use if you want to avoid that mess, and it could be adapted to use any unique item for a lockblock event. It would take all of perhaps, five extra lines of code to open a remote entrance using the same code as the scripted lockblocks.




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