Under Quest->Misc. Data-> Whistle Warps, you can set the screens you warp to.
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Under Quest->Misc. Data-> Whistle Warps, you can set the screens you warp to.
A bit more specific... the number for the whistle warp corresponds to the level number of the triforce piece. In other words, if you collected the triforce piece from the dmaps with level numbers 1 and 2, the first and second whistle warps will also be active.
And a neat trick - when you blow the whistle, you'll get warped to say Level 5. If you face left when you blow it again, you'll warp to 4, then 3, etc. If you face right as you blow it (as it leaves you facing after the whirlwind drops you off), you'll go to 6, then 7, etc.
Pm me for puzzle idea's :D I'm working on my first quest too but i know alot of things :)
Wait, if each wistle warp activaes when the corospondind triforce is obtained, then why is there a number nine?
Yeah, we're* not so sure about that either. We† think that in the original LoZ, when you played the whistle directly coming out of Level 8, you'd get warped to Level 9. Or maybe that is currently implemented...
* I'm
† I
Okay, I am trying to make a quest with freeform dungeons. I relize that in freeform dungeons, Link normally walks over the top of the doors. However, when I put overhead combos ontop, Link still walks over them. How do I fix this. (P.S. Pineconn, you're right about the ropes. There standard movement in the origanal is moonslithering.)
Edit: Strange, the overhead combos work for offcenter doors I make, but not for auto doors.
Edit: Never mind. Figured out doors are made out of combos not tiles and you have to select the overhead combo in the door combo editor, not place them manualy.
The auto doors may not be set up to use overhead combos. Make sure the door template is using combos that are set to overhead or just draw them in yourself to get them to work right.
Amaster42, you said I Don't Know's tutorial had a section on secondary flags, but I can't find it. Where is it? And another question, how can you import csets, or at least import colors? (I always do the "rough draft" of my quests in the origanal tileset and it doesn't give much options for colors.
Edit: Sudenly, after downloading a couple of midis, all the music in Zelda Classic stopped playing. The sound effects still work though. Does anyone know why?
Edit: I tried uninstalling and reinstalling the program. It didn't work
You know, I've never noticed that section in it either. To import Csets, you go to Quest->Graphics->Palettes, select the one you want to rip into and click on grab, then file to select the file. Pretty self explaintory from there.
No ideas about your music problems though - unless you have mute on or something :p
What tiles are used for the shockwaves that appear once you kill Ganon. And please, does anyone know why the music on Zelda Classic isn't working. If it helps, it doesn't work on the beta versions either.
Edit: Never mind about the sound, it came back on on its own. But please, what tile are used for the shockwaves that come out when you kill Ganon.
Sorry for the double post but the edit button wasn't working. Please, somebody answer the question I asked:mad: . And by the way, are there any recomandations for a good tileset, perferably one where I won't have to import csets and stuuf like that?
Good tileset? Have you tried Pure or DoR?
Okay, now for a question that will have an answer I probably won't understand. Events. How do you do them in 2.10. For example, I wan't it to look first as if a village is being overrun by monsters. Then you defeat the king inside dungeon two, and the village then looks like the monsters are gone and it is being repaired.
You could do it so that when you leave level 2, you enter a different overworld, which would look exactly the same, but would have the new village in it - although it restricts the non-essential items you can put in up until that point, and takes lots of work. You can do it using the 'Dungeon Boss' flag on the screen where you kill the king, and on the screens you want to change in the village. You then put the 'trigger' enemy on those screens also, and it changes any secret flags when you renter the screens. You can't change what monsters are on the screens this way however, and the village screens must have the same leve number as the 'king' boss.
A way that combines the two would be to have only one entrance to the village, and have no enemies on that screen. The way you originally got from that screen to the village was via a side warp. Have the screen that is the entrance to the village on the same dungeon number as the boss (so you'd have to have it on a different dmap to the village and rest of overworld), and then have the 'Dungeon Boss' flag and 'Enemies -> Secret' flag ticked on the king's room. In the entrance to the village, have 'Dungeon Boss' ticked and a trigger enemy in the room. Have flag 16 at the very edge of the screen leading to the village, and have it be the tile that was down before, but this time with a 'stairs' combo. Have the tile warp take you to a new village screen, where the village is being rebuilt.
There could be other ways, but not that I can think of - you could just wait for 2.5 and Room State Carryovers though.
Okay, quite simple. Now, how do you make cutseens where the subscreen bar at the top of the screen dissapears?
Press F9, and check a box that says "no subscreen"; not only can you not Pause the game, but the part where your hearts/magic etc are, will not be there.
Another usefull tip, use the "Invisible Link" screen flag for scenes that don't use Link. Just a word of advice.
Okay, I don't know how I could have found the invisable Link flag but not the no subscreen one. Thanks! Now for a few questions concerning the lens of truth. How do you make it where a combo, when viewed through the lens of truth, flashes white? And can you make it where certain combos appear different when viewed with the lens of truth?
I suppose that the way to do it would be to set flashing and/or different combos for the desired secret combos on the screen.
Okay, please, I posted this question two weeks ago. What tiles are used for the shockvae things that fly out from the dust pile once you kill Ganon?
The lens of truth picks up on all flags you place down. If you put flags 16-32, it shows what they will change to, others have a symbol of some kind. If you put flag 14 (Lens Marker Flag) I think it flashes when you use the lens of truth.
Okay, I have a mp3 file I want to use for my quest. But Zquest qill only load midi files. Is there any way I can format the file so I can load it into Zquest?
You can use mp3 files but they are handled differently than midis. Go to the dmap settings and load it under the other music options (where it gives you the option to browse instead of just selecting a midi). The problem is an mp3 is too large to be embedded in a quest file so it must be packaged with the quest making the file size much larger. It then must be located in the same directory as the quest file when playing.
But please don't overuse mp3 files! It's never a good thing when we download 20 megabyte quests, in which 2 megs are the quest and the other 18 are mp3s.
To import a tileset, go into a quest which uses the tileset and then go to "Export" in the File menu. Choose either "Graphics Pack" or "Quest Template." Graphics pack will give you all the tiles and combos, but the Link tiles won't be set correctly. To get around this, you can export the quest template, but then all the quest rules and other stuff will still be set the same way as in the original file. After clicking what you want to export, save it with whatever name you want and in any folder you want, but remember where it is.
To use the exported file, create a new quest, click import in the File menu, and import the same thing that you exported. Load the file the same way you open a file, and then the quest will be using whatever you exported from the tileset quest.
EDIT: Sorry about this post, I didn't notice that there were more pages after the first one.
It's quite alright. In fact, I did not know you could import like this. I thought the only way was to use the example quest the tileset came in.:) This really helps me, as half the tiles I needed were in one tileset and half in another. Thanks!