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This is a system inspired by Sonic Adventure 2 for adding "hint monitors" to emerald hunt stages. This is the same system I used for Tarnish Ward in the 2022 R1 OLDC.
It has two major effects:
- It causes each emerald shard to spawn in a different 'region' of the map- forcing them to spread out to each of the map's setpieces
- Every unused emerald spawn location will become a 'hint monitor.' When bopped, these will provide a hint towards the location of the emerald shard in the same region. If that shard is already collected, it will point you to a different region instead.
The details of exactly how to use it are a bit complicated, so please read carefully, and check the example map for help. Things will break in weird ways if you don't get the level header just right, for instance.
HOW TO USE:
First, you will of course need to merge the contents of L_EmeraldHInts-v1.pk3 into your mod.
Design your map such that it can bee divided into three distinct "regions." These can be as abstract or as distinct as you like: Pumpkin Hill has three islands, Mad Space has three planetoids, Aquatic Mine has three water level settings, Meteor Herd has "on the ground, on the tower, and in the air"
Place the Emerald Hunt Locations around your map like usual, but set each one's angle value to a unique number between 1 and the number of total emerald hunt locations. Think of these as id numbers for each spawn location- similar to how Star Posts work.
Make sure you start numbering them at 1, and don't skip any numbers.
For example "1, 2, 3, 4, 5" would be correct.
If your spawn point angles are "0, 1, 2, 3, 5" then the script will simply ignore spawn points 0 and 5! Check the example map to see how it should look.
Next, add this line to your level's level header:
This will enable the script for your map.
You will then need to add the following lines for each of the emerald shard locations in your map, replacing "#"s with the angle number of an emerald shard location:
For example:
The region number should be 1, 2, or 3, and defines which of your map's three regions the emerald shard location belongs to.
Lastly, you should add three region specific hints
Example:
IMPORTANT - Make sure there are no blank lines anywhere in the level header, as SRB2 will interpret them as the end of the header. Check the example WAD for an example.
If everything was done correctly, the emerald shards should now spawn with only one in each region, and hint monitor should appear at every unused spawn point.
Design your map such that it can bee divided into three distinct "regions." These can be as abstract or as distinct as you like: Pumpkin Hill has three islands, Mad Space has three planetoids, Aquatic Mine has three water level settings, Meteor Herd has "on the ground, on the tower, and in the air"
Place the Emerald Hunt Locations around your map like usual, but set each one's angle value to a unique number between 1 and the number of total emerald hunt locations. Think of these as id numbers for each spawn location- similar to how Star Posts work.
Make sure you start numbering them at 1, and don't skip any numbers.
For example "1, 2, 3, 4, 5" would be correct.
If your spawn point angles are "0, 1, 2, 3, 5" then the script will simply ignore spawn points 0 and 5! Check the example map to see how it should look.
Next, add this line to your level's level header:
Code:
Lua.emeraldhints = true
You will then need to add the following lines for each of the emerald shard locations in your map, replacing "#"s with the angle number of an emerald shard location:
Code:
Lua.em#hint0 = First hint
Lua.em#hint1 = Second hint
Lua.em#region = Region number
Code:
Lua.em1hint0 = Closer than you think...
Lua.em1hint1 = Check your back pocket
Lua.em1region = 1
The region number should be 1, 2, or 3, and defines which of your map's three regions the emerald shard location belongs to.
Lastly, you should add three region specific hints
Code:
Lua.regionhint# = Hint for the entire region.
Code:
Lua.regionhint1 = Somewhere in Brazil...
IMPORTANT - Make sure there are no blank lines anywhere in the level header, as SRB2 will interpret them as the end of the header. Check the example WAD for an example.
If everything was done correctly, the emerald shards should now spawn with only one in each region, and hint monitor should appear at every unused spawn point.