HeroOfFire
01-29-2007, 12:09 AM
I'll get this quoting right at some point!
Originally posted by jman2050
Personally, I hate the quest rule system so anything that'll force people to stray away from that is okay in my book. I do worry about backwards-compatibility though.
Two quest rules that could be replaced by items:
Own Fire Doesn't Hurt
Bombs Hurt
I think its time items replace these rules so Link can earn these 'immunities'. Grayswandir's 'Darkform' script could benefit with items that render Link immune to his own attacks, and scripts to simulate alternate forms from a Dark World (such as Neofirst) could also benefit. It would also make sense to have scripts that damage Link from hot areas look for the item that renders Link immune to his own fire.
As for backwards compatibility: If the rules are replaced with these items, give Link the appropriate items when the quest is loaded. If the rules remain, they could simply 'give' Link the items at the quest start (superseeding the InitData).
The QuickSword rule could also be replaced by an item, but I don't think it's as important (or practical).
Finally, to avoid another potential quest rule related to this post:
Originally posted by Stungun
Call me crazy, but I... LIKE the way the candle operates in 16b. It's sort of like in Zelda 3. Could there be a way to make this a selectable feature, or would it be easy to reproduce with item scripts? In my eyes, the potential for 1-tile candle flames...is a feature. :O
The Z3 candle flame could be the default and an item causes Link to send the flame two tiles forward. This would be mostly for puzzles, but it could have a use with the 'alternate form' scripts.
Just a thought, but is it worth having the Init Data give Link some of these items by default (as in these items are checked by default on a new quest), and the questmaker unchecks them if they don't want Link to have them? It could 'simplify' creating a quest with the default item immunities and candle flame.
Originally posted by jman2050
Personally, I hate the quest rule system so anything that'll force people to stray away from that is okay in my book. I do worry about backwards-compatibility though.
Two quest rules that could be replaced by items:
Own Fire Doesn't Hurt
Bombs Hurt
I think its time items replace these rules so Link can earn these 'immunities'. Grayswandir's 'Darkform' script could benefit with items that render Link immune to his own attacks, and scripts to simulate alternate forms from a Dark World (such as Neofirst) could also benefit. It would also make sense to have scripts that damage Link from hot areas look for the item that renders Link immune to his own fire.
As for backwards compatibility: If the rules are replaced with these items, give Link the appropriate items when the quest is loaded. If the rules remain, they could simply 'give' Link the items at the quest start (superseeding the InitData).
The QuickSword rule could also be replaced by an item, but I don't think it's as important (or practical).
Finally, to avoid another potential quest rule related to this post:
Originally posted by Stungun
Call me crazy, but I... LIKE the way the candle operates in 16b. It's sort of like in Zelda 3. Could there be a way to make this a selectable feature, or would it be easy to reproduce with item scripts? In my eyes, the potential for 1-tile candle flames...is a feature. :O
The Z3 candle flame could be the default and an item causes Link to send the flame two tiles forward. This would be mostly for puzzles, but it could have a use with the 'alternate form' scripts.
Just a thought, but is it worth having the Init Data give Link some of these items by default (as in these items are checked by default on a new quest), and the questmaker unchecks them if they don't want Link to have them? It could 'simplify' creating a quest with the default item immunities and candle flame.