How do you set it up so that when you kill all the enemies, a torch appears, then when you light the torch, trees surrounding a chest disappears--allowing you to get the chest.
How do you set it up so that when you kill all the enemies, a torch appears, then when you light the torch, trees surrounding a chest disappears--allowing you to get the chest.
using enemies = secrets stops it from working out right.
from the private bug beta forum
.posted by Freedom
Enemies=secrets & stacked secret combos
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Using enemy = secrets for the first trigger then doesn't allow the stacked secret combos to progress properly.
Example;
enemy = secrets sets a boomerang combo, which then when struck sets a stair.
the boomerang combo will set and work, and trigger the secret sound but won't trigger the stair flag which was second in a string of 2 combos, a floor tile that changes to a stair tile.
IN the new "preview mode" it works, but not in practice.
removing the enemy=secrets and using a manual trigger fixes the problem so it almost has to be a problem with the enemy = secrets function.
posted by jman2050
Re: Enemies=secrets & stacked secret combos
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When enemies->secret is defined for a screen, the other secret triggers no longer trigger the 16 secret tiles (flags 16-31). It was intentionally designed this way so that a room with the enemies->secret flag would have two seperate methods of triggerring different secrets. The reason it doesn't act this way in preview mode is because I haven't designed around that yet. That'll be fixed in the next beta.
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