I used scripted quick menus to eliminate the subscreen and turn it into a pause screen also, which effectively gets rid of the stop clock problem also.
Last edited by Zim; 08-09-2014 at 03:12 PM. Reason: dual posting
The only thing on the forum about zim.qst is this thread where the file was deleted. On YouTube, what appears to be your nighttime blacks out most of the screen, which is not what I want.
EDIT: I can confirm that changing the DMap resets the screen, though.
Last edited by En Passant; 08-11-2014 at 02:11 AM.
I knew that, but what you did ask about us the same thing minus the additional amounts of darkness.
Think about it in terms of the part of the lantern that isn't blacked out all the way..
The screen is only really dark because they are 4 shades of darkness.
That's 4x the same thing you were pondering.
On that same thread there are a few links to a saved version of that quest file that is only slightly outdated.
I would be happy to post it again, but it is already there.
Use the dropbox links to get the file, I just did and they are still there.
Okay, so I tried using what appears to be the rectangle that you were talking about, zim, and it doesn't work.
CODE: Show
That's because I believe the drawing functions only last for one frame. So, to make the effect last the entire night, add this right before Waitframe():
CODE: Show
or, even better, call a helper function in the if statement that makes the effect more gradual instead of instantaneous.
First thing is your booleans and other variables are not declared in this code.
They need to be declared and set to something or they do nothing
Secondly, a bool like isNight won't change by writing isNight=!sNight, you must write isNight= false to set it to false.
isNight=!isNight only passes parsing because !isNight is standalone valid, but meaningless as a set.
Thirdly, carMage is right about the waitframe, the script or function that the draw is in must be in a loop that calls the rectangle draw every frame it is active.rectangle, you would need a 64 on that argument for transparency.
Fourthly, 128 on the transparency argument of the draw function, the last one, would draw a solid.
Lastly, the pit warp is obsolete when using a code like that, we were talking about averting the need for ambiguous screen mimicry.
It would be very simple,
Whereas the time interval variable could be a range of numbers equating to the desired time spanCode:while(true) { if(Game->Time==Time interval of some sort) {Screen-> Rectangle(parameters, parameters, etc.,64); Waitframe(); } }
In my quest file hours are their own variable in an array.
Last edited by Zim; 08-17-2014 at 03:55 PM.
Yeah, whatever Rectangle was there was completely off, I replaced it with this one:
Screen->Rectangle(6,0,0,256,176,8,1,0,0,0,true,OP_TRANS )
Other than that, the script worked fine with just the Screen->Rectangle being during the loop. The variables were declared before the script started, which worked somehow, but I moved them in just to be safe.
Does ZQuest have switch-cases? The next thing I need to do is add music, and it seems tedious to have to do if statements for every overworld DMap. And how can I set it so that overlays/MIDI changes don't affect the indoors?
Last edited by En Passant; 08-17-2014 at 08:57 PM.
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