Let's say you want two treasure chests, one that holds nothing and another that does. Now of course, you can only have one Item on the screen, but two chests are what you want. So you set up the combos and everything...
Until both treasure chests open when you open one. Yet, both have Flag 94 (singular) and they still open at the same time.
So, are the Treasure Chest combos incomplete, or is Flag 94 only limited to Secret Combos? And just to add on, why aren't there temporary Treasure chest combos?
This is 704, btw, even though it probably wouldn't matter.
No, it's designed that way. The item goes in the one with the Armos->Item flag, any others have nothing. I think that in the (new) default tileset, the treasure chests all come with the Armos flag by default, so you'll have to make your own without.
The idea is to have a puzzle, in which the player gets 200 rupees, or nothing. Ideally, you won't do anything like that for required items (or optional, but useful, items), since there's no way to get an item back lost that way.
Also note that treasure chests use the Special Item screen type to determine the item, not the normal screen item.
Yes, I know this, but when you try to use the combo property for a door, and there's two doors on the screen, it would make sense that the Singular flag should make each door act separately; However, this is not the case.
Yes, except that's not how they work. They're not secrets. There's a flag somewhere that gets set when a screen's treasure chest is opened. So, technically, it's impossible to only open one chest on a screen.
Now, if you were to script your own treasure chest, that would be different, and not subject to any particular rules. In fact, I could probably do it, but only on specific request (since it's duplicating a built in feature, and is almost more trouble than it's worth)
For clarification: Treasure Chests and other combos are controlled by Screen States. These can be altered with the Reset Room combo or the ZScript array Screen->State[].
_L_ wrote:For clarification: Treasure Chests and other combos are controlled by Screen States. These can be altered with the Reset Room combo or the ZScript array Screen->State[].
Does that include Secrets? Specifically, should I be able to trigger secrets by setting Screen->State[??_SECRET] = true?
(the ??s are because I don't know what the constants are now called, since we windows users haven't had a build in a while)
Never mind, read the wiki
'Not A Bug' thread moved from quarantined to exterminated. Dark Nation (or other developer), how am I doing? Reply only in one of the threads I moved.