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Screen Data is a ZQuest dialog in under Data where information on how a particular screen behaves in Zelda Classic can be changed. Each option is known as a screen flag, and most of them are on/off checkboxes.
Screen Flags 1
- Treat as Interior Screen
- The Dmap type specific attributes to this screen will be set to those on an 'Interior' Dmap, despite what is already set in the Dmap Editor.
- Treat as NES Dungeon Screen
- The Dmap type specific attributes to this screen will be set to those on a 'NES Dungeon' Dmap, despite what is already set in the Dmap Editor.
- Sideview Gravity
- With this checked, Link, and certain types of enemies will fall toward the bottom of the screen, and an item such as Roc's Feather will cause Link to bound upwards. Intended for use in sideview areas (such as dungeon passageways) mimicking Link's Awakening's. Currently, only the following enemy types obey Sideview Gravity: Walking Enemies (except Vires and Pols Voices), Other type enemies, Dodongos, and Wizzrobes.
- Invisible Link
- Link's position cannot be seen. This is usually used for cutscenes.
- No Link Marker in Minimap
- Instead of a colored dot being shown on the minimap in the passive subscreen, nothing will show.
- No Subscreen
- The subscreen cannot be pulled down, and information about Link's current hearts, rupees, bombs, selected items, and other things are not visible at the top. This is usually used for cutscenes or title screens.
- ... But Don't Offset Screen
- Normally, the screen would be offset if there is no subscreen. This flag fixes that.
- Layer 2 Is Background
- Tiles used on Layer 2 will appear under Layer 0.
- Layer 3 Is Background
- Tiles used on Layer 3 will appear under Layer 0.
- Dark Room
- The screen is initially dark. If either the blue candle, red candle, wand with magic book, or Din's Fire is used, or any enemy flame or enemy flame trail is fired, the screen reverts to normal lighting. This screen flag can also be toggled by pressing 'D" in the main ZQuest screen.
- The shutters door combo opens when a block is pushed, instead of when all the enemies are killed. If there are block trigger flags on the screen, the shutters will not open until a block is pushed onto every block trigger flag.
- Secrets are Temporary
- Instead of this screen's secrets being kept or discarded when traveling to another screen based on the DMap type, they are automatically made temporary.
- Hit All Triggers->Perm Scrt
- The "Secrets" Screen State is only set when Screen Secrets are triggered and no other Trigger Combo Flags exist in the screen. Useful if you want to make a secret that only appears when multiple triggers are triggered.
- Hit All Triggers->16-31
- The "Secret Tile" Secret Combos are only changed when Screen Secrets are triggered and no other Trigger Combo Flags exist in the screen. Useful if you want to make a secret that only appears when multiple triggers are triggered.
- Auto-Warps Are Direct
- If Link is warped via an Auto-warp combo type, instead of warping to the specified blue warp-return square, he will arrive at the screen at his current (x,y) position.
- Sensitive Warps Are Direct
- If Link is warped via a Sensitive Warp combo type, instead of warping to the specified blue warp-return square, he will arrive at the screen at his current (x,y) position.
- Use Maze Path
- Must be set for the path settings to take effect. See Path for details.
- Maze Overrides Side Warps
- If a maze path is used on a screen with side warps, this flag prevents the side warp from being triggered until the maze path has been solved. If the fourth direction is the side warp, it would be triggered the instant Link solves the maze path. Note that this flag does not work if there is more than one side warp.
- Sprites Carry Over In Warps
- Things like Link weapons and even push blocks (while they're still moving) are carried over when Link warps from one screen to another.
- Hold Up Item
- When the item in the room is taken, a sound effect plays and Link holds it above his head. NOTE: This flag is not needed for Link to hold up a special item if the special item is in any treasure chest combo marked with flag 10, any destructible combo (slash, bush, flowers, tall grass, pound) marked with flag 10, or a water combo marked with flag 13. On the other hand, this flag is needed in order for Link to hold up a special item hidden under an Armos combo marked with flag 10.
- Item Falls From Ceiling
- Any item that appears in a room, except for dropped enemy items, will appear to fall from the ceiling.
Screen Flags 2
- Combos Affect Midair Link
- If this flag is set, combos that affect Link on touch (such as damage combos and warps) will ignore jumping and affect Link mid-jump.
- Combos Cycle On Screen Init
- Cycled combos will cycle when the screen is loaded
- Damage Combos Ignore Boots
- If this flag is set, damage combos on this screen hurt Link regardless of whether or not he possesses boots.
- Toggle Ring Affect Combos
- The rule 'Rings Affect Damage Combos' is applied.
- Save Point->Continue Here
- Upon quitting the game, Link will continue on this screen the next time he resumes his quest. Note that this should be on a DMap with the Continue Here Flag checked.
- Save Game On Entry
- The instant Link enters this screen, the save screen will appear. This screen flag and the two Save Point Combo Types are the only ways for Link to save his game if the save option on the continue screen has been disabled by the Quest Rule 'No Saving When Continuing' or if the continue screen has been disabled by the Quest Rule 'Skip Continue Screen'.
- Continue Here
- If Link dies in the current DMap, he will be taken to the last screen he visited with this flag set. If no such screen exists, he will be taken to the screen at which he entered the DMap.
- No Continue Here After Warp
- If this flag is set, and Link entered the current DMap at this screen, and he dies without visiting a screen with the Continue Here flag set, he will continue in the previous DMap (as if he had never left it) instead of continuing at this screen.
- FF Combos Wrap Around
- If this flag is set and an FFC travels outside the bounds of the screen, the FFC will reappear on the other side of the screen, as if the screen had toroidal topology.
- No FFC carryover
- Free Form Combos will NOT carry over to the next screen from the current, regardless of whether they are set to do so in their specific data or not.
- If the whistle is played in this screen, the stairs secret combo is triggered after a brief interval.
- Whistle->Pal Change
- When Link blows the whistle on this screen, the third color in all combos in CSet 3 will incur a color change, in the same way as is seen at the entrance to the level 7 dungeon in the First Quest of the original Legend of Zelda
- Whistle->Dry Lake
- When Link blows the whistle on this screen, all water combos become fully walkable.
- Toggle 'Allow Ladder'
- The rule 'Allow Ladder Anywhere' is applied. But if that rule is checked in the quest rules, this flag disables the use of the ladder on this screen. In dungeon Dmaps, the ladder is always usable, so this has no effect.
- Toggle 'No Diving'
- The rule 'No Diving' is applied. But if that rule is checked in the quest rules, this flag would allow Link to dive in water on this screen.
- General Use 1-5 (Script)
- Open for use by scripts.
- Spawns 1 Zora Spawn Flag checked.
- Corner Traps
- Spawns 1 4-Way Trap in each corner.
- Middle Traps
- Spawns 2 4-Way Traps in the middle of the screen.
- Falling Rocks
- Spawns 3 Rocks.
- Shooting Statues
- Spawns 1 Shooter (Fireball) enemy on each Statue Type Combo (Center, Left, Right).
- First Enemy Is 'Ring Leader'
- If the first enemy on the screen is killed, all other enemies die as well.
- First Enemy Carries Item
- The first enemy on the screen carries the screen item.
- All Enemies Are Invisible
- In version 1.90, enemies in this screen are completely invisible, though their projectiles are not. In later versions, enemies create a slight blur where they are but are difficult to see. In all versions, the enemies are perfectly visible if the player has the amulet.
- Don't Return If Boss Killed
- Enemies on this screen stay dead permanently once the boss on the current DMap is killed. Note that this flag can be useful for events when the trigger enemy is used, because when all enemies are killed on a screen with this flag checked, all enemies, including the trigger enemies, on any screen on the same DMap that also has this flag checked will also disappear permanently.
- Traps Ignore Walkability
- Traps in the room completely ignore walkability. NOTE: Line-of-Sight Traps will ignore walkability regardless of this flag unless the 'Multi-Directional Traps' Rule is turned on.
- Enemies Carry Over In Warps
- All enemies on the screen are warped with Link when he enters a warp.
- Enemies Always Return
- The rule Enemies Always Return applies to this screen.
- The item in the room only appears when all the enemies are killed.
- Secret combos are triggered when all enemies are killed.
- Enemies->Secret is Permanent
- If the 'Enemies->Secret' flag is checked, secrets triggered by killing all enemies will remain on this screen permanently. NOTE: This flag has no effect on screens that are treated as NES Dungeon screens, as secrets on NES Dungeon screens are always temporary.
S. Data 1
- Room State Carry Over
- When given a map and an (x,y) screen coordinate, if a Screen State on this screen is set, it will also be set on the specified screen (but some states can be prevented from carrying over - see below). It is also possible to have Room State Carry Overs carry secrets to more than one screen, by "chaining" Room State Carry Overs - that is, setting the Room State Carry Over of the screen that the first Room State Carry Over is applied to, to Carry Over to the third screen, and so on.
- Next Map
- In this box, the Map (not DMap) number of the screen for the Room State Carryover to be applied to is specified
- Next Screen
- In this box, the number of the screen for the Room State Carryover to be applied to is specified. A drop down box shows, and all coordinates for the given map are already a part of the list.
- Screen Midi
- Allows one to choose the MIDI file that is played exclusively on this screen. It overrides the DMap MIDI.
- Lens Effect
- Allows one to hide or show certain layers.
- No Reset
- You can choose which Screen States are not reset by the Reset Room combo type.
- No Carry Over
- You can choose which Screen States are not carried over by Room State Carry Over.
S. Data 2
- Damage Combo Sensitivity
- A value from 1 to 8 that represents how far Link may wander into a damage combo before he gets hurt. A value of 1 is least sensitive--Link's hitbox may only pass half-way into the combo before he takes damage. A value of 8 is most sensitive--If Link's hitbox touches one pixel of the combo, the damage combo affects him.
- Ocean Sound
- This sound effect plays repeatedly on this screen. (In The Legend of Zelda, some overworld screens played an ocean wave sound effect repeatedly.)
- Boss Roar Sound
- Unless the boss flag has been triggered on the current DMap, this sound effect plays repeatedly on this screen.
- Hold Up Item Sound
- The ID of a sound effect that will play when Link holds up an item.
- Secret Sound
- The ID of a sound effect that will play when secret combos are triggered or when Link uses the raft.
- Play Secret SFX On Entry
- The secret sound plays when Link enters the screen. It will only play once, and will not be activated if Link enters the screen via a warp.
After a given time, Side Warp A is triggered.
- Timed Warp Ticks
- 60 ticks per second; 0.00 Seconds=No Timed Warp
- Timed Warps Are Direct.
- If Link is warped via the screen's Timed Warp, instead of warping to the specified blue warp-return square, he will arrive at the screen at his current (x,y) position.
- Secrets Disable Timed Warp
- Triggering Secrets on the screen prevents the timed warp from occurring.
- Timed Warp Is Random (A, B, C, or D)
- After a given time, one of the four Side Warps (A, B, C, or D) is chosen at random.