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Quest Rule > No keese's in passageways/Item Cellars


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#1 cbailey78

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Posted 31 August 2020 - 04:17 PM

I think this should be a quest rule to have no four keeses in passageways or item cellars or have it as screen enemies like any other screen instead of it being hardcoded.


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#2 Bagu

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Posted 31 August 2020 - 04:45 PM

Yeah, good idea :)



#3 Timelord

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Posted 31 August 2020 - 04:46 PM

I can work on that for you. At present, if you have fewer than four enemies on screen 0x80 or 0x81 of the map associated with the present dmap, then keese will spawn to take the place of absent enemies. You can replace the keese easily with any four enemies but there is--as yet--no way to change the enemy count in Z1 passageways or item cellars.

 

This should likely be a dmap flag, not a QR.


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#4 P-Tux7

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Posted 31 August 2020 - 05:22 PM

I can work on that for you. At present, if you have fewer than four enemies on screen 0x80 or 0x81 of the map associated with the present dmap, then keese will spawn to take the place of absent enemies. You can replace the keese easily with any four enemies but there is--as yet--no way to change the enemy count in Z1 passageways or item cellars.

 

This should likely be a dmap flag, not a QR.

Can they be replaced with Trigger enemies, which basically do nothing? Though I'm not sure what would happen once the boss flag is triggered for that Level, and if that applies to Trigger enemies on screens 0x80 or 0x81 accessed while playing a Level (i.e. if the Level is still taken into consideration for Triggers while in these passageways).



#5 Timelord

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Posted 31 August 2020 - 05:30 PM

Filled.

 

Added a flag to DMaps: Use Enemy List for Cellar Enemies

  • If enabled, when using item cellar and passageway screens, the normal enemy list for screens 0x80 and 0x81 will determine the enemies spawned (0 to 10) rather than hardcoding precisely four enemies, which if left unspecified (set to None) would spawn keese.
  • This allows cellars and passageways with no enemies, or any normal combination of enemies.
  • Note that this uses the mapscreen from the map used to generate the DMap, and thus will apply to all uses of screens 0x80 and 0x81 used by any dungeon that shares the map.

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#6 Bagu

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Posted 31 August 2020 - 06:01 PM

 

Filled.

 

Added a flag to DMaps: Use Enemy List for Cellar Enemies

  • If enabled, when using item cellar and passageway screens, the normal enemy list for screens 0x80 and 0x81 will determine the enemies spawned (0 to 10) rather than hardcoding precisely four enemies, which if left unspecified (set to None) would spawn keese.
  • This allows cellars and passageways with no enemies, or any normal combination of enemies.
  • Note that this uses the mapscreen from the map used to generate the DMap, and thus will apply to all uses of screens 0x80 and 0x81 used by any dungeon that shares the map.

 

Brillant!!!



#7 nyrox

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Posted 31 August 2020 - 09:05 PM

your a just define on 80 and 81 screen the ennemies you want inside  like a normal screen??



#8 Matthew

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Posted 01 September 2020 - 10:06 AM

your a just define on 80 and 81 screen the ennemies you want inside  like a normal screen??

 

Yep, and then make sure the DMAP flag that Zoria created is set to active.


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#9 Timelord

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Posted 02 September 2020 - 05:28 AM

This alpha (83) is now available at on https://zeldaclassic.com. I am delaying the official announcement for a few days, so that it doesn't immediately follow 82, and overwhelm users, although one key change makes it entirely worthwhile. 2.53.1 Beta 52 is also now available.
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