Tutorials
The Comprehensive ZQ 2.50 Tutorial
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tutorials:main:ch01-04 [2013/03/25 13:31] nick [Part 18: Setting the Screen Starting Point] |
tutorials:main:ch01-04 [2017/07/27 01:24] (current) |
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{{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) of the current map. 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. |