I threw a no warp sidewarp into a test quest and I noticed that it acts like wave fx. I changed it to wave fx and it acted like a no warp. I'm guessing they were switched around to support older quests, but now they are labeled wrong if that's the case.
No warp and wave fx (179)
*Suddenly realizes why his warp hasn't been working*
EDIT: *Suddenly realizes that it had nothing to do with this post*
The warp you want to pick in the tile/side warp is "No Warp". It is the exact same thing as the Warp and Wave effects for beta/build 178. I learned it by using New1st and put pads where Level 8 and the potion shop is in the Third Quest. The left pad takes the player all the way back to Screen 77 and it was to test the warp.
"Wave warp?" I gotta check this out!
Yeah - it gives the LttP world chaging wavy effect (i.e. when you use the magic mirror in the dark world).
Took a lot of patient screenshot study to figure out how that worked. :blah:
How about a screen flag that adds that wavy effect unless you have the amulet? The amulet, in turn, can be an item to protect against posion.
Fixed. As for the anti-poison amulet... anyone else have an opinion about this?
Yeah. Does the L2 amulet do anything different than L1 right now? Cause I like that idea.
At the moment, no. When enemies are customizable, I was going to give them invisibility levels, so that a level 1 invisible enemy could be seen with either amulet and would be phase distorted without. A level 2 invisible enemy would be invisible with no amulet, phase distorted with a level 1 amulet, and visible with the level 2 amulet.
As for the screen-based wavies, this thread got me thinking that a low-grade (i.e. less intence) version of the wavies might be nice in order to simulate heat, or perhaps the distortion of an underwater area.
Yeah, that sounds very good. Is a screen flag possible?