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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 will fall toward the bottom of the screen, and an item such as Roc's Feather will cause him to bound upwards. Intended for use in sideview areas (such as dungeon passageways) mimicking Link's Awakening's.
- 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, or wand with magic book is used, 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.
- 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
- Sprites Carry Over In Warps
- Hold Up Item
- When the item in the room is taken, a sound effect plays and Link holds it above his head.
- 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
- Save Game On Entry
- 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, all water combos will incur a CSet change, in the same way as is seen at the entrance to the level 7 dungeon in 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'
- In non-dungeon Dmaps, this flag must be set for the ladder to be usable on the screen. In dungeon Dmaps, the ladder is always usable, so this has no effect.
- Toggle 'No Diving'
- Instead of Link diving and re-emerging after some time, Link will be able to remain underwater after one press of the button, and will return after pressing it again.
- General Use 1-5 (Script)
- Open for use by scripts
- Spawns 1 Zora on the screen
- Corner Traps
- Spawns a 4-Way Trap enemy in each corner.
- Middle Traps
- Spawns 2 4-way traps in the middle of the screen.
- Falling Rocks
- Spawns 3 rocks
- Shooting Statues
- Spawns a fireball shooter 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.
- Traps Ignore Walkability
- Traps in the room completely ignore walkability.
- 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->Perm. Secret
- Secrets triggered on the current screen after defeating all enemies do not reset. Enemies still return. The 'Enemies->Secret' flag must be checked in order for this flag to work.
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.
- Timed Warp Tics
- If not set to 0, a timed warp is in effect on this screen. After the number of tics set (in 2.10, the amount of seconds is shown for convenience; there are 60 tics to one second) has passed on the screen, the side warp A is immediately activated.
- 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 that 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 Link first enters the screen. It will only play once, and will not be activated if Link enters the screen in any other way (such as via a warp)
- Play Secret SFX On Entry
- The secret sound plays when the screen is entered.
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)