Well, regardless of what MAP you originally entered the dungeon on, the game 'saves' the entry position of the last entrance/exit warp you took. So if, like in my new quest, you entered on map 51, transfered over to map 52 which is a separate dmap, the wallmaster or windrobe does its job by keeping you ON the same dmap, but erroneously uses the last Entrance/Exit fix as to where its going to take you, when it should really reference the 'continue here' point on the dmap. This could solve a lot of continue bug problems, esp. with regards to complex dungeons where the entrance may not always be on the same map (or dmap) you get caught by a wallmaster/windrobe.
WallMasters, Windrobes oh my! Where are you taking me?
According to my understanding there are two types of continue behavior:
1) When starting a new quest or loading a saved game: The continue screen of the last visited dmap with "Continue Here" enabled is used.
2) When continuing from the game over screen, grabbed by wallmasters or wind, or using Farore's Wind: The last screen on the current dmap that was either reached via warp or has the "Continue Here" flag set is used.
As far as I know, wallmasters et al have always used behavior 2 instead of 1; wouldn't changing that now break old quests?
well, most of my dmaps do not utilize the continue here flag, yet they still haev a continue screen set. Would that make any difference as to why they aren't working right? Because I really don't want players continuing from the dungeons atm.
you warp to the dungeons dont you? so point #2 is used is it not?
Yeah, you can't make the Wallmasters take Link out of the current dmap as things are set up currently. I could add something like a "Treat Continue as Restart" dmap flag that will kick Link to the dmap continue point if he continues/gets wallmastered instead of the screen continue point, as if he had saved and restarted the quest.
not sure if we're understanding each other. For example, I enter a 'dungeon dmap' on screen 61, map 52, which as you explore takes you to another dungeon dmap to screen 74, map 53. Well, when I get caught by a windrobe or wallmaster on map 53, it takes me to screen 61 of map 53 (not map 52). See what I mean?
Right. It's the same spot you go if you quit->continue, right?
I'm proposing a flag that will make them take you where you go if you quit->save->play again.
ah, so you can decided SPECIFICALLY where you want them to take you. That might actually have puzzle uses! Good call!
If it takes you to a wrong screem, wouldn't one solution be to just check the "Don't continue here" flag for that screen?
But of course a new feature to make this more simple wouldn't hurt.
Petoe wrote:If it takes you to a wrong screem, wouldn't one solution be to just check the "Don't continue here" flag for that screen?
Excellent point. Since this does exactly what DFW wants, I see no need to clutter up ZQ with another dmap flag.