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idontknow
09-05-2006, 01:23 AM
1. Instead of typing in a class number, simply have a drop down menu with all the existing classes so players can pick what the item is like without having to recall numbers (but leave Class Level, as this is easy to understand)

2. Add another tab: Details

3. In this tab, add in some 'catch all' options. These are options that only appear when selecting a certain item class for the drop-down. For example, if a custom item is set to "Arrow" that such options would be damage & rate at which its fired.

4. For magic, the options would be damage, whether it can be reflected by enemy shields, and how much magic it can consume (and make all other items that currently consume magic by default have this option too, such as candles, magic wand, etc.)

5. Each item should have a drop-down list of weapon flags that it can trigger. Perhaps it has slots for 3 flags. This way, you can make a custom arrow that triggers both arrow flags & burn flags (a 'fire' arrow of sorts)

6. For recovery items, the catch-all options would include how much life & magic it fills up. This way, you can have custom potions, perhaps a new one that fills both life & magic at once!

7. For an item with the 'sword' class selected, the catch all would simply be amount of damge it does to enemies.

8. Item Name...this isn't really what its called in the zquest item list, for sake of ease, but its what name appears for the item in the item subscreen and perhaps in the data panel at the bottom. This is nice for custom items to have some sort of label.

Also, aside from Item suggestions...make it so that push blocks slide when they are pushed onto 'ice' flags. In other words, the block keeps moving until it completely covers the space next to it (unless that's also an ice flag)

Stungun
09-05-2006, 04:57 AM
1. Instead of typing in a class number, simply have a drop down menu with all the existing classes so players can pick what the item is like without having to recall numbers (but leave Class Level, as this is easy to understand)

Good idea.

2. Add another tab: Details

3. In this tab, add in some 'catch all' options. These are options that only appear when selecting a certain item class for the drop-down. For example, if a custom item is set to "Arrow" that such options would be damage & rate at which its fired.

I think they intend to use scripting for this all.

4. For magic, the options would be damage, whether it can be reflected by enemy shields, and how much magic it can consume (and make all other items that currently consume magic by default have this option too, such as candles, magic wand, etc.)

Ditto, and why limit consumption to just items that consume by default?

5. Each item should have a drop-down list of weapon flags that it can trigger. Perhaps it has slots for 3 flags. This way, you can make a custom arrow that triggers both arrow flags & burn flags (a 'fire' arrow of sorts)

It would likely be a series of checkboxes for every flag if you ask me.

6. For recovery items, the catch-all options would include how much life & magic it fills up. This way, you can have custom potions, perhaps a new one that fills both life & magic at once!

Hearts and fairies already do this. And potion recovery can already be set in the beta! Quest->Misc Data->Item Properties, on the Recovery tab.

7. For an item with the 'sword' class selected, the catch all would simply be amount of damge it does to enemies.

DON'T LIMIT! What about consumption for use? Hitbox? Is this sword slash-exclusive/always slash? Spawns a different projectile than a sword beam?

8. Item Name...this isn't really what its called in the zquest item list, for sake of ease, but its what name appears for the item in the item subscreen and perhaps in the data panel at the bottom. This is nice for custom items to have some sort of label.

Uh... this should also affect it in the list. But yeah, I really want to rename Din's Fire to Wrath of the Heavens, and 'Bow and Arrows' to 'Pistol' or something.

Also, aside from Item suggestions...make it so that push blocks slide when they are pushed onto 'ice' flags. In other words, the block keeps moving until it completely covers the space next to it (unless that's also an ice flag)

Comments in this font.

jman2050
09-05-2006, 10:42 AM
1. Instead of typing in a class number, simply have a drop down menu with all the existing classes so players can pick what the item is like without having to recall numbers (but leave Class Level, as this is easy to understand)

The idea is that you can add your own item classes by specifying a new number.

2. Add another tab: Details

Okay

3. In this tab, add in some 'catch all' options. These are options that only appear when selecting a certain item class for the drop-down. For example, if a custom item is set to "Arrow" that such options would be damage & rate at which its fired.

As was said, this will probably all be determined by item scripts

4. For magic, the options would be damage, whether it can be reflected by enemy shields, and how much magic it can consume (and make all other items that currently consume magic by default have this option too, such as candles, magic wand, etc.)

See above

5. Each item should have a drop-down list of weapon flags that it can trigger. Perhaps it has slots for 3 flags. This way, you can make a custom arrow that triggers both arrow flags & burn flags (a 'fire' arrow of sorts)

Now THIS is a good idea. Though I like Stungun's implementation better

6. For recovery items, the catch-all options would include how much life & magic it fills up. This way, you can have custom potions, perhaps a new one that fills both life & magic at once!

You can change these already, but anyway these will be determined by the scripts

7. For an item with the 'sword' class selected, the catch all would simply be amount of damge it does to enemies.

see above

8. Item Name...this isn't really what its called in the zquest item list, for sake of ease, but its what name appears for the item in the item subscreen and perhaps in the data panel at the bottom. This is nice for custom items to have some sort of label.

You'll be able to change the item name in a later beta

Also, aside from Item suggestions...make it so that push blocks slide when they are pushed onto 'ice' flags. In other words, the block keeps moving until it completely covers the space next to it (unless that's also an ice flag)

Perhaps. We'll see


Messages above

Saffith
09-05-2006, 11:45 AM
The idea is that you can add your own item classes by specifying a new number.Still, it would be easier if you could associate a name with each number. Perhaps it could be handled similarly to DMaps?

ShadowTiger
09-05-2006, 03:34 PM
Still, it would be easier if you could associate a name with each number. Perhaps it could be handled similarly to DMaps?

Agreed wholeheartedly and thensome. ... and perhaps some more. Names are ALWAYS Better than numbers, since you can make them as unique as you'd like, you don't have to check them, and if worse comes to worse, you can assign a number to the name to represent it in case you need to do math with it or something.

(Again, I suck at scripting/math.)

redmage777
09-10-2006, 12:05 AM
I hopeing for Additional counters for those Special item Classes. Perhaps an option to Tie Items found to the D-Maps on which it is found (Like the Map, Compass, and Boss Key) and Conuters that tie to the Dmaps (Like Level-Specific Keys.)