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Equipment menu problem


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#1 ChrisHunter64

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Posted 29 June 2019 - 01:02 PM

Hello, so ive been off and on messing with zquest and ive just recently gotten serious about actually making a game but ive run into a couple problems that i have that are probably really simple to solve but for some reason cant seem to figure out.

First off i messed with links tile sets a bit which i should have known better without something happening that i couldnt figure out, but after i got it all recolored i noticed that links main menu sprite is basically invisible. Im pretty sure it has something to do with me adding colors to the pallets.

As for the actual topic of the thread when i go into a dungeon or a cave my equipment screen changes( im assuming to fit the dungeon keys ect. In the menu) but it changes what items i have selected so if i have the bommerang on the overworld it switches to my potions for example and i end up accidentally using that instead.

I hope that kind of gives you guys an idea of whats going on. I appreciate any input anybody has. Thank you!

#2 Lüt

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Posted 29 June 2019 - 01:11 PM

As for the actual topic of the thread when i go into a dungeon or a cave my equipment screen changes( im assuming to fit the dungeon keys ect. In the menu) but it changes what items i have selected so if i have the bommerang on the overworld it switches to my potions for example and i end up accidentally using that instead.

Sounds like your DMaps have different subscreens. On each DMap, under the "Appearance" tab, be sure the subscreen selections are the same.

As for Link's main menu sprite, if you mean the one that displays where you register your name and load a custom quest, go to "Quest" -> "Graphics" -> "Game Icons" and you can choose the Link tiles that you want to be displayed there (use + or - to change CSets).
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#3 ChrisHunter64

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Posted 29 June 2019 - 01:36 PM

That worked perfectly. Half of the colors that i added to the pallet dont show up for some reason but i can just pic some other sprite with normal colors i guess. And the sub screens work perfectly now. Thank you so much! Also thank you for showing me these menus. I feel a bit scared to mess with things cause i dont know what some of these do but i guess ill experiment and explore the engine more hopefully i will get a better grasp of things.

#4 Emily

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Posted 29 June 2019 - 08:58 PM

That worked perfectly. Half of the colors that i added to the pallet dont show up for some reason but i can just pic some other sprite with normal colors i guess. And the sub screens work perfectly now. Thank you so much! Also thank you for showing me these menus. I feel a bit scared to mess with things cause i dont know what some of these do but i guess ill experiment and explore the engine more hopefully i will get a better grasp of things.

When you have a blue/red ring, it changes the entire CSet 6 to a prestored one; Quest->Graphics->Palettes->Sprites->1 (you should see them near the middle)


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#5 Lüt

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Posted 30 June 2019 - 05:08 AM

That worked perfectly. Half of the colors that i added to the pallet dont show up for some reason but i can just pic some other sprite with normal colors i guess. And the sub screens work perfectly now. Thank you so much! Also thank you for showing me these menus. I feel a bit scared to mess with things cause i dont know what some of these do but i guess ill experiment and explore the engine more hopefully i will get a better grasp of things.

Yeah, no problem. The thing about messing with quest settings that can have seemingly disastrous results is that they can often be un-set just as easily as they were set. Even when you can't change a configuration back to a previous setting or when you've gone beyond the capacity of the undo feature, the original tileset is still available and you can reload resources from it (assuming you're not making a 100% original set and never keeping backups).

If you're adding colors for Link, that has to be done using CSet 6. The reason is because that CSet is made to be swapped out with different sprite palettes based on Link's ring level. If you open the Ring 1/2/3 items in the item editor, on the "Data" tab, there's a "Link Sprite Pal" box with a number that tells what sprite palette to replace CSet 6 with when Link picks up that ring. If you're using the default classic set, those numbers will be 6, 7, and 8. Then if you go to the menu that venrob listed, you'll see that sprite palettes 6/7/8 have Link's colors for when he has Ring 1/2/3. This is what you use if you want to add more rings and need more colors to assign them. This also means that if you place combos in a map using CSet 6, your map colors might change depending on what ring Link has.

As for the colors of Link's main menu sprite, it appears that those use sprite palettes 9/10/11/12. However, you don't have to use Link sprites if you don't want. A lot of quests use custom icons that might be items, other characters, or even a logo. For reference, a few examples from my own menu:

zc-questicons-nonlink.png

So, don't feel limited to Link.

Anyway, good that the other stuff got fixed. We really could use a comprehensive video tutorial on all this. Until then, feel free to ask around here or the site's Discord server if other stuff comes up.
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