Tutorials
The Comprehensive ZQ 2.50 Tutorial
Additional Help
Temporary References
This shows you the differences between two versions of the page.
tutorials:main:ch01-04 [2012/04/24 20:58] nick |
tutorials:main:ch01-04 [2017/07/27 01:24] (current) |
||
---|---|---|---|
Line 21: | Line 21: | ||
====== Part 15: Setting up a DMap ====== | ====== Part 15: Setting up a DMap ====== | ||
- | In order to use anything that we have drawn on this map in Zelda Classic, we must reference it in something called a **DMap**. DMaps contain information that tells ZC how to use the maps that we create. | + | In order to use anything that we have drawn on this map in Zelda Classic, we must reference it in something called a **DMap**. DMaps contain information that tell ZC how to use the maps that we create. |
Some things that DMaps include are: | Some things that DMaps include are: | ||
Line 78: | Line 78: | ||
{{mainmenu-tilewarp.png?direct|Tile Warp menu}} | {{mainmenu-tilewarp.png?direct|Tile Warp menu}} | ||
- | The other method is to right click on the cave entrance combos and select one of those menu options we neglected until now: **Edit Tile Warp A**. This will not always be available to you though. | + | The other method is to right click (Ctrl+Click on the Mac port) on the cave entrance combos and select one of those menu options we neglected until now: **Edit Tile Warp A**. This will not always be available to you though. |
{{rightclick-edittilewarpa.png?direct|Right-clicking the cave to edit the tile warp}} | {{rightclick-edittilewarpa.png?direct|Right-clicking the cave to edit the tile warp}} | ||
Line 86: | Line 86: | ||
{{guycave-tilewarp.png?direct|Tile Warp dialog}} | {{guycave-tilewarp.png?direct|Tile Warp dialog}} | ||
- | Each screen can contain up to 4 unique tile warps: A, B, C, and D. This is the main reason we asked you to make sure you were using //Cave (Walk Down) **[A]**// We won't be dealing with multiple tile warps for quite some time, so just editing Tile Warp A (Tab A, obviously) should reduce confusion. | + | Each screen can contain up to 4 unique tile warps: A, B, C, and D. This is the main reason we asked you to make sure you were using //Cave (Walk Down) **[A]**//. We won't be dealing with multiple tile warps for quite some time, so just editing Tile Warp A (Tab A, obviously) should reduce confusion. |
- | Anyway, the reason we opened this dialog was to confirm that the //Type// is set to **Cave/Item Cellar**. With this warp type set, nothing else in this dialog matters. It will always warp you to **Screen 80** (the cave template screen). Click OK once you are finished confirming the settings with this dialog. | + | Anyway, the reason we opened this dialog was to confirm that the //Type// is set to **Cave/Item Cellar**. With this warp type set, nothing else in this dialog matters. It will always warp you to **Screen 80** (the cave template screen) of the current map. Click OK once you are finished confirming the settings with this dialog. |
This step seemed kind of useless, but having the proper //warp type// is extremely important and you need to get into the habit of checking this dialog since we will not always be making caves when we need it. | This step seemed kind of useless, but having the proper //warp type// is extremely important and you need to get into the habit of checking this dialog since we will not always be making caves when we need it. | ||
Line 114: | Line 114: | ||
Because we are using a quest that has the quest rule under //Quest->Rules->Combos->Use Warp Return Points Only// turned off, this is a necessary additional step. If this quest rule were turned on, everything involving the green square would instead default to **Warp Return Square A** unless otherwise specified. This includes where Link starts when starting the quest, //which is unchangeable in that regard//. | Because we are using a quest that has the quest rule under //Quest->Rules->Combos->Use Warp Return Points Only// turned off, this is a necessary additional step. If this quest rule were turned on, everything involving the green square would instead default to **Warp Return Square A** unless otherwise specified. This includes where Link starts when starting the quest, //which is unchangeable in that regard//. | ||
- | **There are really only two uses for the Arrival Square when it is available:** | + | **There are really only three uses for the Arrival Square when it is available:** |
- The Start/Continue position on a screen. This can be from starting a quest, continuing a quest, or dying and continuing. | - The Start/Continue position on a screen. This can be from starting a quest, continuing a quest, or dying and continuing. | ||
- Entrance/Exit (the warp type) **Tile** Warps | - Entrance/Exit (the warp type) **Tile** Warps | ||
+ | - Whistle Warps | ||
That's it. Everything else uses **Warp Return Points**. | That's it. Everything else uses **Warp Return Points**. | ||
+ | |||
+ | With all of that finished, we can technically open this quest in the Zelda Classic player now... but let's go over one or two more things before doing that. | ||
| <- [[ch01-03|Previous Page]] | [[start|Comprehensive Tutorial Index]] | [[ch01-05|Next Page]] -> | | | <- [[ch01-03|Previous Page]] | [[start|Comprehensive Tutorial Index]] | [[ch01-05|Next Page]] -> | |