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What makes the Compass stop flashing?

9 replies · 1,707 views · Started 30 March 2008

Triforce? Dungeon boss? Switching Dmaps? Mapping the compass room? ...I'm not quite sure. They all seem feasable though.

Yeah, I thought it was the dungeon boss so I ticked that and it didn't change it.
Triforce...
Hrm...

Well I'm not using that, and it's level number 10.
Maybe I can script Link a Triforce piece?

If I remember correctly, there's a variable that checks off when the triforce piece of that level is collected. You should be able to check it off with a script, but I'm not entirely sure if it would work on level 10.

Yeah, there is.

Game->LIItems[]; or something like that.
I'll see how it works.
If it doesn't, I could probably make it a level with a triforce piece number, seeing as I'm not using them, but I don't like to tamper with these out-dated systems when I don't have to really.

Joe123 wrote:but I don't like to tamper with these out-dated systems when I don't have to really.

Out-dated!? They are incredibly useful if the quest uses non scripted items. Heck, even if you do use use scripts, you can still use triforce item types to take advantage of the so called "out-dated" systems. Then again, I think I'm just being to protective of the old way of doing things.

Joe123 wrote:Meh, Triforce Pieces and level numbers are out dated in my opinion.

Maybe the compass is outdated. 😛

If you had the "sprites appear over subscreen" rule on, then you could script some putpixels to flash over the map probably.

Yah, the compass is outdated.
I wasn't going to use it to start with, but then it seemed like it was missing something.

If I had that rule on, I'd also have Link jumping over the subscreen.
Eew.