Room Type

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Room Types are used to specify certain behaviours of Guys, and to simulate special varieties of screens that were present in The Legend of Zelda.

1/2 Magic Upgrade

If there is a Guy and a message string set for this screen, the player will acquire the Double Magic ability once they have seen the Guy's message string for the first time.

3-Stair Warp

If the current DMap does not have the "Allow 3-Stair Warp Rooms" flag set, this Room Type does nothing.

Otherwise, all "Stair [A]" type combos on the screen will send the player to a different Screen and DMap, as specified by the Warp Ring equal to the screen Catch All.

If the player enters a "Stair [A]" combo whose X position is smaller than 112, they will be sent to the n+1th screen in the Warp Ring, where n is equal to their current screen and DMap's position in the Warp Ring. Else, if its X position is greater than 136, they will be sent to the n+3th screen in the Warp Ring. Otherwise, they will be sent to the n+2th screen.

Note: This Room Type will not function unless the current screen and DMap is present in the specified Warp Ring.

10 Rupees

10 Rupees is one of the few Room Type that does not require a guy. This room type causes 10 rupees to be placed in the middle of the room in a diamond shape. Regardless of how many are picked up, all the rupees disappear once the player leaves the room after the first time he enters it.

Door Repair

On the first time that the player steps inside this screen, they lose rupees equal to the screen's Catch All. If the player has less rupees than the amount which he would lose, his rupees are reduced to 0. If Link has no rupees or the repair fee is set to 0, no debt of any sort will occur.

Bugs with the Door Repair Room Type (these have since been fixed)

  • In versions prior to 2.50RC4, if Link was on a screen on any DMaps with the flag 'Special Rooms/Guys Are In Caves Only' turned off, the repair fee would charged every time Link would enter the room, and the guy would never disappear.
  • In versions prior to build 1111, the Door Repair Room simply would not work on screens that are on DMaps with the flag 'Special Rooms/Guys Are In Caves Only' turned off, and would be treated as a (None) Room type instead.

Feed the Goriya

This Room Type simulates the "Grumble, Grumble..." room in Level 7 in the First Quest and Level 3 in the Second Quest. The Guy in this room will not disappear until the bait is used anywhere in the room. The guy then disappears permanently, and the player loses the bait. The Guy does not have to be 'Goriya', but must be something other than (none).

Because the game considers Guys as enemies, giving the bait to one triggers the Enemies->Secret (and Enemies->Item) flag.

Gamble

This Room Type simulates the "Money Making Game" rooms in The Legend of Zelda. A Gamble screen has 3 rupee icons in a row with a -10 under each one. When a player steps on one rupee icon, the numbers change into others, representing how much the player would have lost or gained if he had stepped on it. The player actually loses or gains the amount of rupees shown under the icon he stepped on.

There are 18 possible configurations of the Gamble Room Type:

  • +20 and -10s
    • +20, -10, -10
    • -10, +20, -10
    • -10, -10, +20
  • +50 and -10s
    • +50, -10, -10
    • -10, +50, -10
    • -10, -10, +50
  • +20 with a -10 and -40
    • +20, -40, -10
    • +20, -10, -40
    • -10, +20, -40
    • -40, +20, -10
    • -40, -10, +20
    • -10, -40, +20
  • +50 with a -10 and -40
    • +50, -40, -10
    • +50, -10, -40
    • -10, +50, -40
    • -40, +50, -10
    • -40, -10, +50
    • -10, -40, +50

If a player played in a gambling screen an infinite amount of times, they would in theory break even.

Ganon

The Ganon Room Type initiates a specific sequence of events. Upon entering a room with the Ganon room type attribute set, the player character will immediately hold up the triforce sprite. If the Dark Room screen flag is checked, the room will be illuminated. At this point, the Ganon enemy will be created. Once this battle is over, the Triforce item will be waiting for the player to pick up. Once this happens, all shutter doors in the room will open.

Level 9 Entrance

This Room Type simulates the entrance to Level 9 in The Legend of Zelda. Until the player gets all of the Triforce pieces, the screen's Guy will not vanish, the shutters will not open, and the enemies->secret screen flag (if applied) will not trigger secret combos (if any). The number of Triforce pieces is normally 8, or 6 (if the "3 or 6 Triforce Total" Quest Rule is set). If the "Big Triforce Pieces" Quest Rule is set, the required number is halved.

Learn Slash

If there is a Guy and a message string set for this screen, the player will acquire the Slash ability once they have seen the Guy's message string for the first time.

Leave Money or Life

In this Room Type, the Guy will not (permanently) disappear unless the player pays a certain number of Rupees equal to the screen's Catch All, or lose one of their Heart Containers.

More Bombs

In this Room Type, the Guy will not (permanently) disappear unless the player pays a certain number of Rupees equal to the screen's Catch All. Once this is done, the player's maximum Bomb capacity will be increased by 4.

More Arrows

In this Room Type, the Guy will not (permanently) disappear unless the player pays a certain number of Rupees equal to the screen's Catch All. Once this is done, the player's maximum Arrow capacity will be increased by 10. Note that if the 'True Arrows' Quest Rule is turned off, this room type does nothing.

Pay For Info

In this Room Type, the player must pay rupees in order to get the Guy to give information in the form of a message string. The prices and strings are set in ZQuest in a menu item called Info Types. Each set of prices and strings has an ID that is placed in the Catch All field.

Potion Shop

This Room Type is identical to a Shop, but in order to get the Guy to say its message string and sell items, the player must either have the Letter (used) item, or the Letter must be used anywhere in the room (thus giving the player the Letter (used) item). See Shop. If no string is set for this room, Link cannot buy any items in this room regardless of whether or not he has enough rupees, therefore, a message string is required in order for Link to purchase any items in this room.

Red Potion or Heart Container

In this screen, the Guy offers the player a choice between a heart container and a red potion. Once one is picked, the Guy and the other item permanently disappears.

Typical players almost always select the heart container. There are several reasons. First, the heart container is permanent, but a red potion is not. Second, a red potion can be bought for a not-too-steep price, but a heart container is usually very rare. Third, getting a heart container helps the player reach the minimum number of hearts that are usually required for picking up a sword in most instances.

Bug with the Red Potion or Heart Container Room Type (has since been fixed)

  • In versions prior to 2.50.1, if Link was on a screen on any DMap with the flag 'Special Rooms/Guys Are In Caves Only' turned off, he could get the red potion and heart container as many times as he wanted, and the guy would never disappear.

Secret Money

When the player steps on the Rupee in the center of the room, they are given a number of rupees equal to the screen's Catch All value.

Bug with the Secret Money Room Type (has since been fixed)

  • In versions prior to 2.5 Build 997, if Link was on a screen on any DMap with the flag 'Special Rooms/Guys Are In Caves Only' turned off, he could get the secret money as many times as he wanted, and the guy would never disappear.

Shop

This Room Type simulates the overworld shops in The Legend of Zelda. When setting up a shop in ZQuest, one must include a guy, though a string is not necessary. The items and their prices are set up in the Shop Types menu item in the Quest menu.

Special Item

This Room Type has a variety of uses.

  • If a Guy appears on this screen, then the item specified in this screen's Catch All will appear below the Guy. Once the item is taken, the Guy permanently vanishes.
  • The "Armos->Item" and "Dive For Item" Combo Flags will use this screen's Catch All as the ID of the item that it creates.
  • "Item Cellar" special screens (but not "Cave" special screens) will use this screen's Catch All as the ID of the item that appears in it.

NOTE: Links holds up the special item even if the Hold Up Item Screen Flag is turned off, unless the special item is under an Armos combo.

Bug with the Special Item Room Type (has since been fixed)

  • In versions prior to 2.50.1, if the 'Items Disappear During Hold-Up' quest rule was turned off, the guy would not disappear as soon as Link holds up the item, but would disappear when Link re-entered the room.

Take Only One

This Room Type is similar to Red Potion or Heart Container, except that the Guy will offer up to three different items as specified by the Shop Type entry equal to the screen's Catch All.

Zelda

This Room Type simulates the Zelda room in The Legend of Zelda. It simply creates four Fire enemies in the center of the room, forming an arc separating the player from the Guy.