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carry over secrets

15 replies · 2,944 views · Started 19 February 2010

carry over secrets

I have a dungeon type room that triggers a interior room both using the interior type dmap
the trigger room is set to enemies = secrets and enemy = secrets perm
yet in the interior type room the secrets aren't permanent.
by all rights, they should be.

Dungeon screens can't have permanent secrets! So when the secrets are triggered in the dungeon screen, the dungeon's Screen State doesn't change, so the interior's Screen State doesn't change either. That's just how it goes!

Maybe we could put a little somfin somfin in parenthesis next to that flag, because you know, it is a little confusing.

this at one point worked
so then tell me, what is the point of the perm secrets?
secrets are permanent with interior dmaps anyway.
it shouldn't matter what type of room they are triggered from, and the way it is renders doors useless.

IT'S A BUG


#
Trigger Perm secrets not carrying over

I don't know if this is a bug or what, just acts kind of weird.

When you have a screen in a cave set to "treat as dungeon", and the screen flag "All triggers permanent" and also another room set up the same way and set to trigger also with the room state carry over, the secrets don't activate on the second screen, in other words the all triggers permanent doesn't work with a treat as dungeon room.
Seems to me it would, otherwise what is it for blocks in caves?

:O)

ZC information I've compiled and my quests
Adventure Tileset
Elise's Zelda Classic

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07-24-2006 02:47 PM #2
Dark Nation

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Re: couple of strange things

Can you make an example quest that shows this bug and an explanation of what you think should be happening instead of what is actually happening in the quest?

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07-28-2006 05:40 PM #3
Freedom

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Re: couple of strange things

http://members.toast.net/mfreedom/bugtest.zip

Ok, here's an example
the first screen gives the sword, next screen pass through to the left and hit the statue with the sword in the third screen.
that third screen triggered should trigger the stairs in the second screen through the room state carry over.
it works with it being a cave dmap, but when rooms 2 and 3 are "treat as dungeon", and "all triggers permanent" are checked in screen data, it doesn't work.

seems to me "all trigger permanent" should make it work, since in cave dmap it would be permanent anyway.

if you uncheck "treat as dungeon" it works correctly.

:O)

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Elise's Zelda Classic

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07-28-2006 08:12 PM #4
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Re: Trigger Perm secrets not carrying over

Fixed in beta 11.

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08-08-2006 11:09 PM #5
Freedom

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Re: Trigger Perm secrets not carrying over

I can confirm this bug has been fixed in 2.11b11

:O)

ZC information I've compiled and my quests
Adventure Tileset
Elise's Zelda Classic

http://armageddongames.net/showthread.php?31696-Trigger-Perm-secrets-not-carrying-over

and from another post...

jman2050 wrote:Enemies->secret won't register as a carryover unless permanent enemies->secret is on. Also, as I told Freedom

So *technically* not a bug. Unless permanent triggers don't carry over on cave dmaps/rooms, in which case it is a bug.

Yeah _L_, you need to do a bit more research, I implemented a method of making dungeon screen secrets permanent ages ago. If that's NOT happening, it's most certainly a bug.

I'm not sure you can fault _L_ much here. There's no documentation on it, even the zc wiki skips over flag combinations such as this due to their confusing nature, there's no major version to compare with, and the devs that put in this stuff aren't very active either. Heck, I thought you couldn't do that either. Anyway..

So would this be a problem with carry over not working somewhere, the enemies->perm secrets, the dungeon type perm secrets, or states breaking only when you combine them all together?

jman2050 wrote:Yeah _L_, you need to do a bit more research, I implemented a method of making dungeon screen secrets permanent ages ago. If that's NOT happening, it's most certainly a bug.


Hey now I did plenty of research for this page: http://shardstorm.com/ZCwiki/Screen_Secrets and when I look at the code I see this:
   // clear enemies and open secret
if(!did_secret && (tmpscr->flags2&fCLEARSECRET))
{
hidden_entrance(0,true,true,-2);
if(tmpscr->flags4&fENEMYSCRTPERM && !isdungeon())
{
if(!(tmpscr->flags5&fTEMPSECRETS)) setmapflag(mSECRET);
}
}
With code as unequivocal as that, what was I supposed to think?

EDIT: Nevermind; apparantly you're all suddenly talking about "Hit All Triggers->Perm. Secret" rather than the bug mentioned in the first post.

jman2050 wrote:Yeah _L_, you need to do a bit more research, I implemented a method of making dungeon screen secrets permanent ages ago.

OK, this is about "Hit All Triggers->Perm. Secret", right? Well look at these grep results:

zc211b11/maps.cpp: if(setflag && (!isdungeon()||TheMaps[(currmap*MAPSCRS)+currscr].flags6&fTRIGGERFPERM))
zc211b12/maps.cpp: if(setflag && (!isdungeon()||TheMaps[(currmap*MAPSCRS)+currscr].flags6&fTRIGGERFPERM))
zc211b12b/maps.cpp: if(setflag && (!isdungeon()||TheMaps[(currmap*MAPSCRS)+currscr].flags6&fTRIGGERFPERM))
zc211b12c/maps.cpp: if(setflag && (!isdungeon()||TheMaps[(currmap*MAPSCRS)+currscr].flags6&fTRIGGERFPERM))
zc211b12d/maps.cpp: if(setflag && (!isdungeon()||TheMaps[(currmap*MAPSCRS)+currscr].flags6&fTRIGGERFPERM))
zc211b12z/maps.cpp: if(setflag && (!isdungeon()/*||TheMaps[(currmap*MAPSCRS)+currscr].flags6&fTRIGGERFPERM*/))
zc211b13/maps.cpp: if(setflag && (!isdungeon()/*||TheMaps[(currmap*MAPSCRS)+currscr].flags6&fTRIGGERFPERM*/))
zc211b14/maps.cpp: if(setflag && (!isdungeon()/*||TheMaps[(currmap*MAPSCRS)+currscr].flags6&fTRIGGERFPERM*/))
zc211b15_initial/maps.cpp: if(setflag && (!isdungeon()/*||TheMaps[(currmap*MAPSCRS)+currscr].flags6&fTRIGGERFPERM*/))
zc211build254b/maps.cpp: if(setflag && (!isdungeon()/*||TheMaps[(currmap*MAPSCRS)+currscr].flags6&fTRIGGERFPERM*/))
Apparantly the thing you implemented got commented out in Beta 12.9 and has remained so for the three years since.

no, I wasn't talking about hit all triggers'
I reported this same bug back then and it was confirmed fixed by me then in the next beta, and now older quest depend on it as well as the one I have now

Yeah, looking at the code, it seems something changed here. I know this worked before at some point as Freedom said...

I'll take a look at earlier betas and see what actually changed.

I remember mentioning/ asking about this a while ago. I was also told that permanent secrets don't work with dungeons. So, this is a bug?

Let's recap. In the first post it is said:

Freedom wrote:
I have a dungeon type room that triggers a interior room both using the interior type dmap
the trigger room is set to enemies = secrets and enemy = secrets perm
yet in the interior type room the secrets aren't permanent.
by all rights, they should be.


This is, with respect to all of the hard evidence available to me, incorrect - the "Enemies->Perm. Secret" flag has to my knowledge never permitted Permanent Secrets in NES Dungeon screens. I checked the code for 2.10 (where it was absent) as well as 2.11 betas 11 through 15. So the original post is not a bug.

I then said that Permanent Secrets are never permitted in NES Dungeon screens. jman2050 brought up the fact that they're supposed to be permitted under the "Hit All Triggers->Perm. Secret" flag, but then I showed that this was suppressed in 2.11b12.5, which was more than 2 years ago. I trust he can sort out this apparant kerfuffle.

I wasn't talking about having permanent secrets in dungeon dmaps, I was talking about having a secret in a dungeon trigger a non dungeon room.
and it did work.
The last quest I released was castle haunt III in the 211b10b
feel free to check it out

OK... Could you possibly tell me which screen in Castle Haunt III you're thinking of? I searched and found about four screens where the state carries over, and none of them also had the "Treat As NES Dungeon Screen" screen flag.