Custom Rooms
note
This page is a work in progress since rooms are a complicated topic, feel free to contribute to the wiki at any time
Room Setup
A room needs a couple things to make sure it doesn't fall apart.
The most important one of course is obj_mainchara also known as the player character.
Room Transitions
warn
This does not work in Deltarune Chapter 1, that uses the archaic Undertale variant of the code. Please see the totally existant page on creating a Room in Undertale for that
To create a room transition you will need two objects
- A
obj_doorAnyobject - A
obj_markerAnyobject
Setup
obj_doorAny
This object is used for the transistion itself, it requires the same type of door/doorEntrance on both of them to work correctly.
In the PreCreate for the obj_doorAny you must set the room the entry connects to, which "door" object to connect to and wether or not the music should fade by using this object.
Example Usage
doorRoom = room_runes_statues;
doorEntrance = 1;
doorFadeMusic = true;
obj_markerAny
This object determines where the player will be following a door transition event. No code is required to set this up, all you'll need to do is change the image_index to the coresponding obj_doorAny entrance, the one that shows up as A-1 is 1 the one that shows up as B-2 is 2 and so on.