Originally Posted by
Zaelia
the warp in the other room was triggered by pushing a block, but that's only a temporary thing. I eventually want to make it so defeating all the enemies reveals the warp back to the entrance.
also, when setting the screen data, do you use the relative coordinates for that or the real coordinates?
Is there a pallet download for New First?
Unfortunately revealing the warp back to the entrance, and then having to use the warp back to the entrance in order to carryover the 'secrets revealed' flag(s) would make some players possibly upset that they, per say, got the warp, use the warp in level 1. When they get to level 2 (room right before boss) warp, and they are ready to take on the boss, now with the knowledge that this warp is most likely a warp to and from start point, they bypass going into the warp. Then comes the possibility that they fail at defeating the boss because you like to make things challenging, and are sent to the start with (SURPRISE!!!) no effective warp secret carryover technique.
Code:
ffc script BOSSWARP
{
void run(int a,int b,int c,int d,int x,int y,int e)
{
if(Game->GetScreenState(Game->GetCurDMap(),Game->GetCurScreen(),a)>0)
{
Game->SetComboD(b,c,ComboAt(x,y),e);
}
}
}
this means that when flag A's value is >0 (triggered) on the current screen this ffc script is placed on,
the game sets the combo on map B, screen C, at coordinates x,y, to combo of ID# E.
the variables a,b,c,d,x,y, & e are args D0-D7, settable on the last tab of the ffc menu.