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A few questions

67 replies · 11,830 views · Started 29 December 2006

I'm new to the whole quest editor thing ands had a few questions:

How do you change the graphics from 8 bit to the bs and 2.10 graphics
How do you make custom enimies and bosses
How do you make custom weapons
How do you make Link look like something else (e.g. make you control zelda)
Why is it when I use the template button it only makes the floor and doors, but not the walls

For changing graphics: Use a different tileset (a set of tiles that change the entire look of your quest, go to purezc.com)

Custom enemies: There are none. However,you can change hpw they look or when Zelda Classic 2.5 is released there will be an "Enemy Editor"

Custom weapons: Same as enemies, but in 2.5, there will be "Z" Items you can use to make custom weapons (to a certain extent)

Changing Link's Look: In ZQuest, go to Quest->Grapghics->Sprites-> Link

Template: Im not 100% sure but I think screen 83 in a dungeon DMap is used for the dungeon template. The walls and I think floor, aren't affected because you choose them in a different way.

Does that help any? If it doesn't someone with more ex-per-teese will reply to this eventually. 😃😃😃😊😊😊

I know you can't make custom enemies now, but I do know you can change the way they look. Can any one help me with that? Also, I can't seem to be able to change Links apperance.

LInk's appearence is just like what MW said. As for enemy changing, go to Quest->Graphics->Tiles, scroll down till you see aout 50 versions of the enemy you want in different poses, and overwrite those with the graphics you want. Don't just change the enemy graphic on the first screen, as that doesnt change the whole enemy.

Because each one represents one frame of the enemies animation. If you only used one for up, down, left and right, your enemey would just move over the ground with no animaiton.

When I to use layers, Zquest keeps putting the ground as layer five or six, even if I paint it as layer zero. Any one no why?

Also, how make message strings appear in a normal, nothing special about it, room?

EDIT by ShadowTiger: The User posted image button is what you were looking for. Two posts in a row are generally frowned upon. However, the edit button's usage is just peachy.

When I to use layers, Zquest keeps putting the ground as layer five or six, even if I paint it as layer zero. Any one no why?
Each layer needs a different screen. They CAN refer to the same screen, but there wouldn't be much of a point to it. 😛 (Unless the higher uses transparency and the other doesn't. Those are rare though.

Also, how make message strings appear in a normal, nothing special about it, room?
So long as the Dmap's Level number is greater than 0, you shouldn't have any problems in having a string appear (In a room with a guy, of course.) in any room. Generally, caves or dungeons are the norm though.

That's how layering works. Let's say I'm making a forest with transparent treetops. If the forest is on Map 5, screen 56 and I want the treetops to be on layer 3, I would, say, go to layers, and set the layer three to Map 6, screen 56. Then on map 5, screen 56, draw the treetops, but instead of having the layer 0 box checked, check the layer 3 box. Thus the treetops wil be transparent, but if you go to map 6, screne 56, then youll just see treetops floating in space. Thus it would take two maps, but the appearence of the forest on map five would include the transparent treetops. It was confusing for me first, but once you actually try it you get it. DON'T TRY TO UNDERSTAND IT, JUST FOLLOW MY INSTRUCTIONS. THAN VIEW THE RESULTS AND YOU'LL UNDERSTAND IT. TRUST ME.
(I'm asking you to not try and understand it because this is the simplest I can put it, and it's still horribly convoluted)

I was following I Don't Know's ZQuest tutorial on making custom bosses and it says to use a pit combo. However, I can not find pit anywhere on the combo type list. Any one know why or know which one I can use instead?

Nope, but you can draw a guy (Or use a pre-existing tile) and set it up to be a combo, and make it look and act like a guy, by placing it where the guy would normally be, and making the ACTUAL guy you're using look invisible. Thus, the combos take the place of the guy, visually. The guy is actually still there, but invisible. So you can delete the fire tile on tiles page 0. I usually use the fire guy. Easiest.

In some quests I have seen a room with a floor tile that that looks like a non working warp pad that turns into an insta warp when all the enimies in the room are defeated. How do you make it do this?

You put the dormant one down like normal, than put Flag 16 over it, then go to Data-> Secret Combos, set the tile 16 on the last tab to the activated warp. Easy as that. (Is there a "enemies-> secret" screen flag as well? If there is, check it, if not, don't worry)

Scripting comes in 2 forms: ZScript and Zasm

Scripting as a whole can be described as thus:
Writing your own program(to use within ZC/ZQ) that would let you do things not possible with ZQ/ZC limitations. A few examples would be custom bosses, inventory modifier's, and some other ones I can't remember. Just check out the Scripting forum http://www.armageddongames.net//f/1154/
and look around.

Wow that's confusing! Is there any tutorial for scripting?

Also, can you make it where you can walk on the area behind where the guys in caves and dungeons sit?

You can't walk behind guys yet, but L's working on it. And yeah, ShadowTiger wrote some good scripting tutorials. I can't remember where they are now, tho.

Thanks. I'll probably be able to find it with a search engine. Does anyone know why I can't find my tileset file when I try to import it into Zquest.

Also, how can you asign more than one dmap to the same map. e.g. make two dungeons on one map and make them different colors with different music.

Create two new DMaps, and assign them both to the same map. than set each one with the color/midi/whatever you want. Than when warping to that map, simple set the DMap No. to whatever DMap you want for that map.

Wow, that simple! Anyways, does anyone now why to get the stairs to appear when you blow the wistle, I have to blow it twice and then the water anywhere on the map becomes walkable?

I'm not sure how these work differently from each other, as I only ever use the second one, but...

1.) Whistle->Stairs Screen Flag. And set your secret combo "Stairs" to stairs(Duh) I don't know if this activates all secrets on the screen, or just the stairs.

2.) Flag 3 "Whistle" makes the combo it's over a whistle spot. if you play the whistle there, all secrets on the screen activate.

Well that explains it. Now, another question (or two). First, why is it that when I try to import a tileset, I look in the folder it's in and see no contents. Secondly, I have been using the pure tileset by making a copy of the 2.10 test and deleting the maps and everything, but the don't work. I'll pick them up and the number of doesn't rise or anuthing. Anyone know why?

You don't seem to get what I'm saying. When I try to import it, I will look in its file and zquest shows no contents of the file, like it doesn't exist or something.

With a tileset in .qst format like that one, you don't import it, it's unpassworded, so you open it like you would any quest and just use it

Oh, well that could explain. Now, three questions. First, why is it that Link's sprites all show as using the wierd first tile that looks like two and a half hearts? Second, is there any guide or something for the 2.5 beta enemy editor? And third, how do you make it where you can push large objects made of multiple combos without pushing each individual combo seperately, like in pineconn's link to the heavens demo.

well, if you're using 2.5, go into Quest --> Graphics --> Sprites --> Link and click on the boxes and set the tiles to the correct ones, which should sort out your first problem, dunno bout the others