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View Full Version : Since we have dmap flags now...



idontknow
01-08-2007, 12:01 AM
Can we take all the properties of dungeon & cave dmap types & simply make them individual dmap flags, now that we in deed have dmap flags? This would make dmap types obsolete. For example, we could make a check box for "Perminent Secrets"--if unchecked, secrets on all screens of the dmap would be temporary & if checked, they'd be perminent.

If this were to be the case, then some of the screen flags would need to be changed. For example, no longer would we need a 'Treat as Cave' screen flag. Additionally, instead of having a "Secrets are Temporary" or "Secrets are Perminent", have an option to toggle this option for screens that are an exeption to the entire dmap.

Additional Dmap flags:

-Freeform Dmap: If checked, it removes the overhead barrier for screen edges & allows Link to move between screens when not at the center of an edge.

-Use Weapons on Edges: Allows Link to use weapons, such as the sword, when on the edge of any screen on this dmap. If a dmap flag, get rid of this as a quest rule.

-Identify all screens as one: If checked, then this would connect all screens of the dmap so that it appears that they are all one entire screen. When near the edge, the entire playing area scrolls as Link continues walking, rather than moving from room to room--this would be great for making a large overworld to explore. If checked, then the above flags automatically apply as well, since really there would be no screen edges.

-Enemies Always Return: You could have some dmaps where enemies always return on each screen & some where enemies are perminently (or somewhat perminently) defeated. If this is a dmap flag, then get rid of it as an overall quest rule. Likewise, make the "Enemies Always Return" screen flag should be changed so that it toggles this on or off for screens that are an exemption to the dmap flag.

-Show Triforce Marker: If checked, then when Link gets the compass on this dmap, the flashing triforce marker will appear on the minimap where the 'compass' coordinate is set.

-Show Boss Marker: This would require a new marker in the minimap & a new cordinate to be set. For awhile there has been a misc: boss marker sprite but it has yet to be implemented. Once implemented, this could be a dmap flag so that some dmaps show this & some do not.

-Dmap Cyling Tics: Just like the screen data's 'timed warp tics', you could set the number of tics for a dmap to cycle. If set to anything other than 0, the dmap would change after Link has been on that dmap for said number of tics. He would simply warp to the same screen coordinate on the "Next" Dmap that you determine.

-Dmap Cycling Type: Similar to a 'warp type'--Blackout, Instant Warp, Instant with Zap Effect or Instant with Wave Effect.

*Note: Dmap Cycling would be like "Direct Warps"--this way, the quest designer won't have to choose an arrival point for every single screen on the "Next" dmap. Instead, Link remains on the same tile on-screen as before cycling.