Jump to content

Photo

Need a script that forces 2 Dmap modes


  • Please log in to reply
9 replies to this topic

#1 SkyLizardGirl

SkyLizardGirl

    Unbeknownst to danger we call upon your help

  • Banned
  • Real Name:Arianna Crystal Ritter
  • Location:Earthia

Posted 26 August 2019 - 02:04 PM

1. I need a script that forces a single screen on a map to go into Dungeon mode, even if the D-map is not set on dungeon.

It would do everything the dungeon d-map could do in that one screen.

 

>That means Dungeon doors will be forced to work and all the dungeon stuff on a single map screen

only.

I was thinking like an FFC that does this when i paste it on a map screen or something.

 

 

2. I need like an FFC script that forces Ripple Wave effect - that shows when you are on an Underwater Dmap to be forced to a single map screen, even when the rest of the D-map is Not set underwater.

 

 

^This two i want as 2 different scripts.


Edited by SkyLizardGirl, 26 August 2019 - 02:06 PM.


#2 Emily

Emily

    Scripter / Dev

  • ZC Developers

Posted 26 August 2019 - 04:53 PM

1. I need a script that forces a single screen on a map to go into Dungeon mode, even if the D-map is not set on dungeon.

It would do everything the dungeon d-map could do in that one screen.

 

>That means Dungeon doors will be forced to work and all the dungeon stuff on a single map screen

only.

I was thinking like an FFC that does this when i paste it on a map screen or something.

 

 

2. I need like an FFC script that forces Ripple Wave effect - that shows when you are on an Underwater Dmap to be forced to a single map screen, even when the rest of the D-map is Not set underwater.

 

 

^This two i want as 2 different scripts.

The first one doesn't need a script.

"Screen->Screen Data->Treat As Dungeon"

The second one... I don't know if is even possible WITH a script. Not without setting it for the whole dmap, then setting it back when it's done, or somesuch.


  • SkyLizardGirl likes this

#3 Great Glass

Great Glass

    Newbie

  • Members
  • Location:Kansas

Posted 27 August 2019 - 08:31 AM

Thing is, Panoply of Calatia DID do the second thing with scripting in two rooms in the Tower of Seline. Unsure how it did it at the moment, as I can't seem to find the related code in the global script included in the support pack.


  • SkyLizardGirl likes this

#4 ywkls

ywkls

    Master

  • Members

Posted 27 August 2019 - 09:41 AM

Thing is, Panoply of Calatia DID do the second thing with scripting in two rooms in the Tower of Seline. Unsure how it did it at the moment, as I can't seem to find the related code in the global script included in the support pack.

I'm not sure how Panoply of Calatia did this.

It may be that those two screens are on their own DMap.

It may also be possible to get this kind of effect by adjusting Screen->Wavy.


  • SkyLizardGirl likes this

#5 Mitsukara

Mitsukara

    Ara?

  • Members
  • Real Name:Jennifer

Posted 27 August 2019 - 01:06 PM

For 1, as Venrob pointed out, go to the "Screen" menu and select "Screen Data", and on the first tab select the "Treat as NES Dungeon Screen" checkbox. (He said "Treat as Dungeon", so maybe newer ZC versions have renamed it to that?)

 

For 2, the way my wavy underwater screens worked was, I used a script that set Screen->Wavy each frame. Something along these lines:
 

ffc script WavyScreen{
    void run(int WavyAmount)
        {

        while(true)
            {
            Waitframe();

if (WavyAmount > 0) Screen->Wavy = WavyAmount;
else Screen->Wavy = 4;

     }
  }
}

The above FFC script (which I haven't tested, but is simple enough that it should work, hopefully?) should make the wavy amount the same as my underwater screens (similar to what ZC does on the wavy screen dmaps), and optionally, you can put in a specific number for the FFC's D0 argument to make different amounts of wavy.

 

Irrelevant technical aside about Panoply of Calatia stuff:

Spoiler


Edited by Mitsukara, 27 August 2019 - 01:12 PM.

  • SkyLizardGirl likes this

#6 Emily

Emily

    Scripter / Dev

  • ZC Developers

Posted 27 August 2019 - 06:34 PM

For 1, as Venrob pointed out, go to the "Screen" menu and select "Screen Data", and on the first tab select the "Treat as NES Dungeon Screen" checkbox. (He said "Treat as Dungeon", so maybe newer ZC versions have renamed it to that?)

Or I didn't have ZC open to word-for-word type it XD


  • Mitsukara and SkyLizardGirl like this

#7 SkyLizardGirl

SkyLizardGirl

    Unbeknownst to danger we call upon your help

  • Banned
  • Real Name:Arianna Crystal Ritter
  • Location:Earthia

Posted 27 August 2019 - 07:11 PM

>Treating as A Dungeon Screen in Screen data does not do this in all maps.'

The Reason is:

It refuses to make it act like a Dungeon screen when the D-map is not set in a dungeon mode, such as Overworld mode. 

 

^I already tried that with screen data to try and force as a dungeon room.

It didn't work that way.

 

I am wondering if special rooms and guys are in caves only, -have something to do with this.

Because the dungeon doors only work on one of my Overworlds where that Checkbox is marked in.

 

----

About the underwater effects:

 

I wish setting up the underwater effects were as easy as setting a Normal Nes Darkroom.

But that seems locked to the D-map check box where it does that to the entire map instead.


For 1, as Venrob pointed out, go to the "Screen" menu and select "Screen Data", and on the first tab select the "Treat as NES Dungeon Screen" checkbox. (He said "Treat as Dungeon", so maybe newer ZC versions have renamed it to that?)

 

For 2, the way my wavy underwater screens worked was, I used a script that set Screen->Wavy each frame. Something along these lines:
 

ffc script WavyScreen{
    void run(int WavyAmount)
        {

        while(true)
            {
            Waitframe();

if (WavyAmount > 0) Screen->Wavy = WavyAmount;
else Screen->Wavy = 4;

     }
  }
}

The above FFC script (which I haven't tested, but is simple enough that it should work, hopefully?) should make the wavy amount the same as my underwater screens (similar to what ZC does on the wavy screen dmaps), and optionally, you can put in a specific number for the FFC's D0 argument to make different amounts of wavy.

 

Irrelevant technical aside about Panoply of Calatia stuff:

Spoiler

 

 

Thank you, i will look into this one.*


Edited by SkyLizardGirl, 27 August 2019 - 07:09 PM.


#8 SkyLizardGirl

SkyLizardGirl

    Unbeknownst to danger we call upon your help

  • Banned
  • Real Name:Arianna Crystal Ritter
  • Location:Earthia

Posted 27 August 2019 - 08:25 PM

Am i supposed to Input something into the Freeform combo?

 

like numbers or anything?



#9 Emily

Emily

    Scripter / Dev

  • ZC Developers

Posted 27 August 2019 - 08:26 PM

>Treating as A Dungeon Screen in Screen data does not do this in all maps.'

The Reason is:

It refuses to make it act like a Dungeon screen when the D-map is not set in a dungeon mode, such as Overworld mode. 

 

^I already tried that with screen data to try and force as a dungeon room.

It didn't work that way.

 

I am wondering if special rooms and guys are in caves only, -have something to do with this.

Because the dungeon doors only work on one of my Overworlds where that Checkbox is marked in.

"Treat as NES Dungeon Screen" makes that screen IDENTICAL to if the DMap were "Dungeon" type. Literally identical. I'm not sure if one of the other flags is involved, though, but I'd think that NES doors would just need the Dungeon type?



#10 SkyLizardGirl

SkyLizardGirl

    Unbeknownst to danger we call upon your help

  • Banned
  • Real Name:Arianna Crystal Ritter
  • Location:Earthia

Posted 27 August 2019 - 08:58 PM

"Treat as NES Dungeon Screen" makes that screen IDENTICAL to if the DMap were "Dungeon" type. Literally identical. I'm not sure if one of the other flags is involved, though, but I'd think that NES doors would just need the Dungeon type?

 

 

Are you saying there needs to be a door type for overworlds?

 

But anyways, i did test the game and do that, but the map screen would not act like a dungeon with the doors working; until i moved the map screen to a Dungeon type Dmap.


Edited by SkyLizardGirl, 27 August 2019 - 09:00 PM.



1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users