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Custom Warp request

Warp custom

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#1 jimbrads

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Posted 15 October 2019 - 12:30 PM

I need to place several 2 part custom warps that will:

 - First Part          send me to a specified dmap and screen

 - Second Part     upon exit of screen auto warp me back to 'First Part's screen

 - all                     use Entrance/Exit animation

 

I will be placing several of the 'First Part' Warps on different screens, but whichever screen I warp in on I want to warp back to that same screen upon using the "Second Part' Warp

 

I also will need to set more than one screen for the 'First Part' warp

 

Basically I want this to work just like the oldschool Cave/Item Cellar.

Except, I want to be able to change the screen and DMap - not be forced to same DMap and Screen 80 

 

 



#2 P-Tux7

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Posted 15 October 2019 - 06:40 PM

Uh it works to the same as 2.10. Ask CastChaos or Lightwulf how they did their house entrances, they were able to do warps to different screens/DMaps using cave warps.



#3 jimbrads

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Posted 15 October 2019 - 10:17 PM

I thought I tried everything, 'guess I didn't.

I'll get to looking into that right now.  Thanks for the quick reply.



#4 Moosh

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Posted 16 October 2019 - 09:52 PM

Uh it works to the same as 2.10. Ask CastChaos or Lightwulf how they did their house entrances, they were able to do warps to different screens/DMaps using cave warps.

The cave/item cellar room is based on Screen 80/81 of whatever map you entered from. So you can have different types of caves and item cellars, but all screens on the same map will share.

 

I tried writing the script as requested, but came upon some unfortunate flaws in the plan. The big advantage of caves is being able to customize what's in them on the previous screen. Unfortunately, ZScript doesn't let us change room types, guys, or message strings. This means in order for it to works flawlessly, I'd need to accurately recreate every Zelda 1 room type in the script itself, which is a bit more tedium than I'm willing to put up with right now. The end result wouldn't have even been that much more convenient on the setup than just pasting around a bunch of duplicate screens.

 

So yeah, like I think P-Tux was implying, a second map full of individual cave screens connected by instant warps is probably the best way to go.



#5 Emily

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Posted 16 October 2019 - 10:32 PM

The cave/item cellar room is based on Screen 80/81 of whatever map you entered from. So you can have different types of caves and item cellars, but all screens on the same map will share.

 

I tried writing the script as requested, but came upon some unfortunate flaws in the plan. The big advantage of caves is being able to customize what's in them on the previous screen. Unfortunately, ZScript doesn't let us change room types, guys, or message strings. This means in order for it to works flawlessly, I'd need to accurately recreate every Zelda 1 room type in the script itself, which is a bit more tedium than I'm willing to put up with right now. The end result wouldn't have even been that much more convenient on the setup than just pasting around a bunch of duplicate screens.

 

So yeah, like I think P-Tux was implying, a second map full of individual cave screens connected by instant warps is probably the best way to go.

The question becomes what version the script is needed for. All of those things you mentioned that you can't set, you should be able to set fine in ZC 2.55.



#6 jimbrads

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Posted 17 October 2019 - 07:04 AM

I have tried the 2.55 version, but it's still the same.  Cave warps still refuse to change screen and dmap. 

 

And, using duplicated rooms would cause enemies to respawn differently which, was is a small thing I plan to do, but not a big deal.

 

I suppose it's not completely necessary for the warp to be a cave warp. If it is possible to make such an 'auto-screen-dmap-return' warp for a regular entrance/exit warp I could make that work. 

More clearly: I would love a warp that auto-returns me to the previous dmap and screen. It could use warp return D or it could be configured separately.

 

Thank you everyone - you're really great. I'm very surprised to have so much feedback in such a short amount of time.

 

P.S. 2.55 is the version I'll be working on going forward.


Edited by jimbrads, 17 October 2019 - 07:10 AM.


#7 Emily

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Posted 17 October 2019 - 07:46 AM

I have tried the 2.55 version, but it's still the same.  Cave warps still refuse to change screen and dmap. 

 

And, using duplicated rooms would cause enemies to respawn differently which, was is a small thing I plan to do, but not a big deal.

 

I suppose it's not completely necessary for the warp to be a cave warp. If it is possible to make such an 'auto-screen-dmap-return' warp for a regular entrance/exit warp I could make that work. 

More clearly: I would love a warp that auto-returns me to the previous dmap and screen. It could use warp return D or it could be configured separately.

 

Thank you everyone - you're really great. I'm very surprised to have so much feedback in such a short amount of time.

 

P.S. 2.55 is the version I'll be working on going forward.

I'll have something for you for 2.55 in a bit.



#8 Emily

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Posted 17 October 2019 - 11:08 AM

Ahk soo, I tried to do this nicely in 2.55, and found a BUG! So, I fixed the bug, but that means that the script I have here won't be usable until the next alpha comes out. I'm going to hold onto it for now, and try to make sure it works well.



#9 jimbrads

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Posted 17 October 2019 - 11:32 AM

Great to hear! I'll work on the rest of my quest (slowly as always  :blind: ) and wait patiently for the next alpha.

 

IMHO I think this 'script' would do wonders as a new feature.  A warp type that sends the player back to their previous dmap & screen.

 

Is keeping a constant tab of the player's previous screen a bit too much?

 

Cheers!


Edited by jimbrads, 17 October 2019 - 11:49 AM.


#10 Emily

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Posted 17 October 2019 - 11:54 AM

Great to hear! I'll work on the rest of my quest (slowly as always  :blind: ) and wait patiently for the next alpha.

 

IMHO I think this 'script' would do wonders as a new feature.  A warp type that sends the player back to their previous dmap & screen.

 

Is keeping a constant tab of the player's previous screen a bit too much?

 

Cheers!

This is definitely outside the realm of engine features, unfortunately. But 2.55 is built specifically to make scripting far more powerful, allowing far more access to engine variables and such, allowing things like modifying remote screens as easily as the current screen, and more options for modifying warps.



#11 jimbrads

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Posted 28 October 2019 - 10:18 AM

I noticed that alpha builds 34 and 39 had dmap mentioned in their changelogs.  Will the script work with these builds?



#12 Emily

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Posted 28 October 2019 - 10:29 AM

I noticed that alpha builds 34 and 39 had dmap mentioned in their changelogs.  Will the script work with these builds?

Thanks for posting because I 100% forgot about this (school and exams and shit got me very busy)
The fix I was waiting on should be in, yes; I haven't touched this since I last posted here, though. Theoretically it should be working; let me know if there are any problems.
Script + Example Quest Download


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#13 jimbrads

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Posted 01 November 2019 - 04:04 PM

Woot! I hope to try this tonight, and report back!



#14 jimbrads

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Posted 04 November 2019 - 02:34 PM

IT WORKS PERFECTLY! :nerd:

 

I am still pretty new to script compiling but I finally got it all sorted out! 

IMO This script is even more useful for a questmaker's day-to-day than a signpost/npc script!

This is going to make my life so much better!

 

Thank you so much Venrob! I owe you a beer.

 

P.S. I Just realized you're not even of drinking age and you are already way smarter than me at twice your age.


Edited by jimbrads, 04 November 2019 - 02:47 PM.

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