rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)

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Chipss
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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)

Postby Chipss » Sat Aug 15, 2020 3:32 pm

georgespezi12 wrote:
Fri Aug 14, 2020 2:17 pm
or moving the pipe if there is a pipe used to get between rooms.

Added in 10 hours 39 minutes 26 seconds:
Image
If a respawn point isn't set in a section and you fall to your doom, you end up in a a softlocked state.
Then set a respawn point...

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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)

Postby georgespezi12 » Mon Aug 17, 2020 2:09 pm

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When using link or any other character that turns coins to rupees, the coins do not transform until the room transition is finished.

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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)

Postby georgespezi12 » Thu Aug 20, 2020 3:46 pm

Rooms.lua incompatibility with autoscroll.lua

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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)

Postby MrDoubleA » Thu Aug 20, 2020 3:52 pm

Yes. You have to manually reset anything done by your own lua.

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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)

Postby Wiimeiser » Tue Sep 15, 2020 6:02 am

Am I correct in saying there's no way to carry switch block or layer states between rooms and they'll automatically be reset on transition?

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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2 update)

Postby MrDoubleA » Fri Sep 18, 2020 2:20 pm

Wiimeiser wrote:
Tue Sep 15, 2020 6:02 am
Am I correct in saying there's no way to carry switch block or layer states between rooms and they'll automatically be reset on transition?
You can disable the reset on transition, though you can't pick and choose stuff like that (though that is a good feature idea).

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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)

Postby MrDoubleA » Fri Dec 11, 2020 5:03 pm

v1.2.1 is out, which is mostly just some touch ups and bug fixes, including fixed monty moles, slightly better performance, not as annoying music control and some other things.

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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)

Postby georgespezi12 » Sat May 01, 2021 6:25 am

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Scuttlebugs lose their Don't move flag and Monty moles lose their Friendly flag when the room is loaded.

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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)

Postby cold soup » Sun Aug 08, 2021 3:13 pm

think i found a bug, moving platforms that start active become inactive when you enter a room
Spoiler: show
Image

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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)

Postby cato » Tue Aug 10, 2021 6:04 am

Is there a reason for an immense amount of lag when entering another section or other rooms? It happens only if "ResetOnEnteringRoom" is set to true or "Blockreset" is set to true after dying with quick respawn.

Moreover, if the rooms take place in a section with autoscrolling, the section boundary doesn't reset itself.

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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)

Postby Radiance » Wed Aug 25, 2021 7:41 am

Blinking blocks "catch up" to the beat when the player respawns. Is it possible to delay the respawn so the blinking blocks won't catch up on the beat?

Preview: show
ImageDon't mind the 82.95 on the left corner because I forgot to remove the printed BPM.

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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)

Postby MrDoubleA » Wed Aug 25, 2021 3:08 pm

Drifloon wrote:
Wed Aug 25, 2021 7:41 am
Blinking blocks "catch up" to the beat when the player respawns. Is it possible to delay the respawn so the blinking blocks won't catch up on the beat?

Preview: show
ImageDon't mind the 82.95 on the left corner because I forgot to remove the printed BPM.
I think this might be fixed by using the "use music clock" option? Might be wrong, though.

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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)

Postby Radiance » Wed Aug 25, 2021 11:08 pm

MrDoubleA wrote:
Wed Aug 25, 2021 3:08 pm
Drifloon wrote:
Wed Aug 25, 2021 7:41 am
Blinking blocks "catch up" to the beat when the player respawns. Is it possible to delay the respawn so the blinking blocks won't catch up on the beat?

Preview: show
ImageDon't mind the 82.95 on the left corner because I forgot to remove the printed BPM.
I think this might be fixed by using the "use music clock" option? Might be wrong, though.

Yup I used the music clock when I posted this.

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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)

Postby DisasterMaster » Thu Dec 30, 2021 9:01 pm

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A little oversight. The YI P-Switch Blocks will switch to their alternate form and stay that way upon further respawns after your first death.

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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)

Postby SuperAlex » Sun Jan 02, 2022 10:06 pm

MrDoubleA wrote:
Fri Feb 21, 2020 9:54 am
This is a library which lets you have quick respawn and Celeste-styled rooms. You can even have no rooms for only quick respawn, if you so please.
Hi MrDoubleA , I used Rooms.lua in my level but y checked quick respawn = true but after the player sees a 5 Coin circle (Boo circle) and dies the there are 6 coins

Image


Mistake 2: is This a Error of the Section?

Image

Mistake 3: The screen lags a bit and Is this enemy MrBlizzard in a bad position when the player dies?

Normal position
Image
Actually position after the player dies
Image

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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)

Postby INeedHelp87 » Fri Mar 04, 2022 8:56 pm

For some reason when I switch rooms, the "bowser defeat" and some "big fireball" sounds...
Is there a way to fix this?

deice
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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)

Postby deice » Sat Mar 05, 2022 2:50 pm

while it's hard to describe this bug, for some reason if you die while you have this on (maybe you have to have been standing on a semisolid beforehand?) the player will be able to do this.

Image

zero idea how this even works from a logical perspective but i hope you can find the time to address this if you're still maintaining this script

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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)

Postby FutureNyanCat » Wed Mar 09, 2022 11:53 am

MrDoubleA wrote:
Fri Dec 11, 2020 5:03 pm
v1.2.1 is out, which is mostly just some touch ups and bug fixes, including fixed monty moles, slightly better performance, not as annoying music control and some other things.
Looks like it doesn't account for the X2 Monty Moles' friendly status, which is very strange. When resetting the room a Friendly Monty Mole is in, they cannot be talked to anymore upon returning, and can hurt the player and can be stomped on like normal.
Spoiler: show
Image

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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)

Postby Ness-Wednesday » Fri Jun 10, 2022 7:08 pm

Is it possible to toggle which blocks don't reset when entering another room?

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Re: rooms.lua - Quick respawn & Celeste-styled rooms (v1.2.1 update)

Postby TheTrueMarioMaster » Sat Aug 20, 2022 9:44 pm

Chain chomps seem to crash rooms.lua. Is there a fix for this? If not I'll have to make do without it.
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