Arcaith Posted September 22, 2011 Share Posted September 22, 2011 This is a compendium of the notes I've accrued so far in my attempts at making dungeons. A lot of it comes from fragmented sources, so getting it all together will take a little while. Enjoy :3PUSHABLE BLOCKS (actor no. 00FF) Block Variables XXYZ - X clear trigger - Y block colouration - Z block type Values for Y - 0 brown - 4 blue Values for Z - 0 small - 1 large - 2 very large - 3 huge - 4 locker (small) - 5 locker (large) - 6 locker (very large) - 7 locker (huge) Now, I haven't documented all the values for Y, but, the value for Z, 6, is important. You have one block, say 0302. 03 is your clear trigger, 02 is a brown very large block. Say you want it to stay where it belongs after it's been moved. You place another block actor where it will be stopped, variable 0306. Clear trigger 03, 06 locker. It will hold the block there. To get the 'puzzle solved' sound, use the 0139 actor (group is 0001 so no need to load it up) with a unique variable (potentially clear trigger tied, not sure yet) and position it at the same co-ordinates as the block locker. Also, for a pushable block to press a switch down, it must fall down onto the switch, merely pushing it on top will not cause it to trigger. If a block is to stay on top of a switch after being pushed in place, the locker should be a few (I usually place it 10) units above the switch. That way, when it locks it in place again upon re-entering the room, it falls a short distance onto the switch again.ALTERNATE DOOR SKINS (actor no. 002E and 0009) Required Objects 002B - Dodongos Cavern Doors 002C - Fire Temple Doors 0036 - Great Deku Tree Doors 004D - Gerudo Training Grounds Doors 0059 - Water Temple Doors 0072 - Required for Forest Temple Boss Door 0073 - Required for Forest Temple Boss Door 0139 - Ganons Castle Doors 016D - Spirit Temple Doors (may also require object 00F1, untested) 0187 - Shadow Temple / Beneath The Well Doors (may also require object 0069, untested) 018F - Royal Familys Grave 00B0 - Required to load ANY Boss Door The object for the style of door you want to use must be first in the object list, otherwise the door loading can be unpredictable at best. This is important. The boss door object is less fussy. Also, in order to use an alternate door skin, you must overwrite a scene that uses alternate skins. I am not sure where the definition in the game that decides this is, however, so it remains to be seen whether other scenes can use these doors. Link to comment Share on other sites More sharing options...
spinout Posted September 22, 2011 Share Posted September 22, 2011 Re: Boss doors http://wiki.spinout182.com/w/Modification_and_Addition_of_Switches#Lifting_Door Link to comment Share on other sites More sharing options...
Arcaith Posted September 22, 2011 Author Share Posted September 22, 2011 Edited first post for more values for Z. Also, tried that. The variable should be 0154 but it doesn't work for some reason. Not sure if something is missing :S Link to comment Share on other sites More sharing options...
Arcaith Posted September 23, 2011 Author Share Posted September 23, 2011 Figured out the boss door, updated first post. Notes on Sliding Spike Traps will be available soon once I make sense of the actor. Link to comment Share on other sites More sharing options...
john_smith_account Posted September 25, 2011 Share Posted September 25, 2011 Arc, great work! We need all the tutorials we can get. More info=better mods. Thanks for sharing. Link to comment Share on other sites More sharing options...
Arcaith Posted August 4, 2013 Author Share Posted August 4, 2013 Updated first post; not much of an update, just added the entry for the sliding door used in the Royal Family's Tomb. Again, this requires that you use the scene details from the original scene. Link to comment Share on other sites More sharing options...
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