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Re: Your questions, our answers

PostPosted: February 5th, 2014, 1:59 am
by Dtroid
You mean Delta Negate Zone boxes?...

If so,use them then.

Re: Your questions, our answers

PostPosted: February 5th, 2014, 6:38 am
by JSlayerXero
As far as I can tell the only way to alter the Negate Zones is through copying the text out, and then altering the dimensions there.

Re: Your questions, our answers

PostPosted: February 5th, 2014, 12:12 pm
by KABOOM
Not like it helps, since Delta Negate Boxes don't actually do anything in this version other than making tiles appear to be non-Delta-able.

Re: Your questions, our answers

PostPosted: July 10th, 2014, 8:38 am
by CedarBranch
Several questions:

1: Is there a way to change the NPC's dialogue, but only after you have talked to it once? I know you can move NPCs, but I don't know if that could cause any bugs...

2: Is it possible to move level splitters along with their ways of functioning, when using triggers? I haven't tested it, but I assume the splitters may then not work properly.

3: Has anybody managed to create any kind of "poof cloud" effect? It could help make magic seem more like "magic," or maybe as a splash at the bottom of a waterfall.

4: Is there a way to randomize item drops when killing enemies? And if you tag Squares with an Item Drop trigger, does it cause that "drop effect" when killing the enemy, like in Story Mode? What if you tag other things, like Hearts or other enemies, etc? I haven't tried this yet either, but I thought I'd ask.

Re: Your questions, our answers

PostPosted: July 10th, 2014, 9:08 am
by ~Yuri
Triple J wrote:1: Is there a way to change the NPC's dialogue, but only after you have talked to it once? I know you can move NPCs, but I don't know if that could cause any bugs...


Yup, you can do like this:

    Branch if: my_var >= 1 then go to line #: 5
    Dialog: <insert first dialogue here>
    Add: my_var = my_var + 1
    Exit
    Dialog: <insert second dialogue here>


2: Is it possible to move level splitters along with their ways of functioning, when using triggers? I haven't tested it, but I assume the splitters may then not work properly.


No, level splitters will bug the level if you move them. Will glitch color boxes, and may not work at all.

3: Has anybody managed to create any kind of "poof cloud" effect? It could help make magic seem more like "magic," or maybe as a splash at the bottom of a waterfall.


Xero did something similar in Aerial Adventure, at the beginning when you land on the cloud.

4: Is there a way to randomize item drops when killing enemies? And if you tag Squares with an Item Drop trigger, does it cause that "drop effect" when killing the enemy, like in Story Mode? I haven't tried this yet either, but I thought I'd ask.


Unfortunately, there's still no way to randomize drops, or squares. Though, when you use the "Play level" instead of the "Create/Edit level" to play it, the enemies will act just like they do in the Story Mode.

Re: Your questions, our answers

PostPosted: July 11th, 2014, 4:47 am
by Dtroid
Triple J wrote:
4: Is there a way to randomize item drops when killing enemies?


Code: Select all
150x50~.6460ca.bZ.147bX3.148cf.149cf.138aa450~~~~0;144;1512;1;0;0~6:b;112;1440;64;64;0;1;add,g_a,g_a,1:sleep,5:branch,2,0,g_a,4:set,g_a,0:goto,0|61;368;1408;0;;1;1;8;stoptrigger,b:branch,5,4,g_a,0:branch,5,8,g_a,1:branch,5,10,g_a,2:branch,5,12,g_a,3:branch,5,14,g_a,4:itemdrop,this,0,0,0,1,1:exit:itemdrop,this,0,0,0,1,3:exit:itemdrop,this,0,0,0,1,5:exit:itemdrop,this,0,0,0,1,6:exit:itemdrop,this,0,0,0,1,9~My%20Level~~1~1;0;0~1~29;0~0;0;3~1405082728~0.5~4,3,0,0,0,0,0,0,0,0,0,0


Try this a few times. The first and second tries I got Throwing Axe,the third Wooden Staff and fourth Amethyst Blade.

Re: Your questions, our answers

PostPosted: July 17th, 2014, 7:49 am
by CedarBranch
Yurimaster wrote:
Triple J wrote:1: Is there a way to change the NPC's dialogue, but only after you have talked to it once? I know you can move NPCs, but I don't know if that could cause any bugs...


Yup, you can do like this:

    Branch if: my_var >= 1 then go to line #: 5
    Dialog: <insert first dialogue here>
    Add: my_var = my_var + 1
    Exit
    Dialog: <insert second dialogue here>

I tried this, but after I finished talking to it, I could no longer click on the particular NPC. What causes that?
It can't be the Exit function because this issue also occurred with another NPC in my LLLDC entry (the first NPC you meet, if you even played it).

Re: Your questions, our answers

PostPosted: July 17th, 2014, 1:41 pm
by ~Yuri
Hm... Are you sure you set the "Branch if" function to jump to line #5 afterwards? Because I tried it, and it matches exactly with your problem.

But if it's set correctly, yet it's not working, try pasting this one in your level:

Code: Select all
llitem:90;223;1504;1;1;0;;0;0;0;branch,3,4,dialog,1:dialog,1,%5Bfirst%20dialogue%20here%5D:add,dialog,dialog,1:exit:dialog,1,%5Bsecond%20dialogue%20here%5D;0

Re: Your questions, our answers

PostPosted: July 18th, 2014, 1:56 pm
by CedarBranch
Whoops. I had the "Branch if" set to Line 1 instead of Line 21, which is where the "Exit" function lies in the NPC's trigger properties. (I suppose maybe I somehow erased the "2", since I felt I was paying attention at the time.)

Also, I figured out why my other NPC cannot be talked to again. Apparently, the static text the NPC triggers (it flickers because of a "Go to" function moving it in and out of sight) takes over that particular thread indefinitely, so that explains why it wouldn't allow me to further interact with him either.

Late edit: Line 22, actually. >_>

Re: Your questions, our answers

PostPosted: July 27th, 2014, 8:55 am
by CedarBranch
I have seen some LDers' levels where Block items are grouped together as one single item to make custom sprites (like characters or enemy/bosses) easier to handle when tagging them, but when I select/copy all Blocks at once they just don't group. How is it done?


EDIT: Never mind, you can't. I figured out how custom sprites were being multicolored after removing all the color from one in another level, so I'm good now.