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ZC Bug Reports Audio MIDI

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#61 ywkls

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Posted 05 July 2018 - 06:23 PM

Found a bizarre little bug in 2.50.

If you have a room with a shop (or probably other special room types; only tested this for a shop in a cave, not on the screen), but also have dive->item flags on screen, then it will give you an item when you dive which has the same index no. as the shop you used.

I suspect this effect would also work for potion shops (instead of shops, I mean).

That's not a bug. That's how Special Room Type works.

In ZScript, there is code like this: Screen->RoomData.

This refers to a lot of things.

Such as: Shop Type if a shop.

Item given by a treasure chest/diving in a Special Room.

Etcetera... (there's a much longer list of what that can refer to, but that covers this instance)

So, if you dive in a room that's a shop, it reads Screen->RoomData and thinks that's the item which you should get upon diving.

This is because the same information is used internally to store both.

So, not a bug. Just a little known feature.



#62 klop422

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Posted 05 July 2018 - 07:16 PM

I thought it was something like that, since it changed my shop type when I changed the dive item and switched back, but it isn't really documented and causes unintended effects - to me that's a bug.
That said, it's not crippling, and can be worked around (set the shop type you want as the number as the item ID you want), but it caused me an unintended issue in my quest (random key in the water).

In any case, this is something that should probably be more known

#63 Binx

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Posted 17 July 2018 - 01:16 PM

So, this is a weird one (I'm using 2.50.2): I'm using LTMs on the ring items in addition to the shields because the rings are armor types, light (green tunic), medium (blue ring) and heavy (red and gold). The shields are set to their default values (260, which is 1 tile page, 520 at 2 pages, and 780 for 3 pages) and the blue ring has an LTM of 1040 (4 tile pages), while red and gold are set to 2080 (8 tile pages), for a total of 12 tile pages (4 for each armor type). All of the sprites (under Quest->Graphics->Sprites->Link) are set up properly on the first page, and every page has the exact same setup, there are no pages with missing tiles. Now here's where it gets weird: The ringless and blue ring sprites work perfectly, but when I get the red or gold ring, the left- and right-facing slash is blank. Again, the tile's right there on the page, and the LTMs worked for the blue ring, the red and gold are just twice as many pages, and the sprites were all set up properly for the ringless sprites. The weird part is that it's ONLY the slash tile, the pound and stab tiles are still fine (actually, on further testing, it might be the stab tile, too, but I can't really tell. But it happens when firing arrows, as well), so if Link is facing left or right and slashes with the sword, he disappears for a split second during the animation. All of the movement tiles are fine, the swimming's fine, charging is presumably fine, although I haven't tested it. It's only that one frame of animation that's not being shown.

 

 

EDIT: FTR, I tried it in 2.50.3, too with the same results.


Edited by Binx, 17 July 2018 - 01:56 PM.


#64 Shantae238

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Posted 29 August 2018 - 12:10 AM

I cannot enter any information on the DMap option. I was following the tutorial when it told me to open the Quest->DMap option so I did, but I couldn't enter anything in the name field of the numbers for continue, the program wouldn't let me enter any keys. Can someone help me with this?



#65 Aevin

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Posted 01 October 2018 - 04:36 PM

I'm closing this. Please post any additional bugs as their own threads in the ZC Bug Reports forum.





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