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_L_
04-06-2007, 10:17 AM
All items
Hearts Required: "Master using it and you can have this."
Magic: Amount of magic (or rupees) expended by using the item.
Equipment Item: Should be set, unless the item is a Rupee, Heart, Magic Jar or ammunition of any sort.

Swords
Power: Damage
Misc1: Beam hearts
Flag 1: Misc1 is a percentage
Misc2: Beam power
Flag 2: Misc2 is a percentage
Wpn1: Sword stab sprite
Wpn2: Sword slash sprite
Wpn3: Sword beam sprite
Action Sound: Stabbing/slashing sound.

Boomerangs
Power: Damage
Misc1: Flight distance (0 for unlimited)
Misc3: Which projectiles to block when "Z3 Boomerang/Hookshot" rule is set. See Shields' Misc 1 values.
Misc4: Which projectiles to reflect when "Z3 Boomerang/Hookshot" rule is set. See Shields' Misc 2 values.
Wpn1: Boomerang sprite
Wpn2: Sparkle sprite
Wpn3: Damaging sparkle sprite
Action Sound: Spinning sound.

Arrows
Power: Damage
Misc1: Range (in frames, 0 for unlimited)
Wpn1: Arrow sprite
Wpn2: Sparkle sprite
Wpn3: Damaging sparkle sprite
Action Sound: Firing sound.

Candles
Power: Damage
Flag 1: One use per screen
Wpn1: Candle stab sprite
Wpn2: Candle slash sprite
Wpn3: Flame sprite
Action Sound: Flame shooting sound.

Whistles
Power: 2 = the whirlwind approaches from the direction you're facing.
Wpn1: Whirlwind sprite
Action Sound: Whistle music sound.

Potions
Misc1: Hearts recovery
Flag 1: Misc1 is a percentage
Misc2: Magic recovery
Flag 2: Misc2 is a percentage

Fairies
Misc1: Hearts recovery
Flag 1: Misc1 is a percentage
Misc2: Magic recovery
Flag 2: Misc2 is a percentage

Bait
Action Sound: Baiting sound.

Wands
Power: Damage
Wpn1: Wand stab sprite
Wpn2: Wand slash sprite
Wpn3: Magic sprite
Action Sound: Magic shooting sound.

Rings
Power: Damage divisor
Misc1: Link sprite palette (6 = blue, 7 = red, 8 = gold)

Books
Wpn1: Fire magic sprite

Bracelets
Power: Level of push block combo that it pushes.
Flag 1: One use per screen

Boots
Power: Level of damage combo that it resists.

Hookshots
Power: Damage.
Misc1: Chain length
Misc2: Chain links
Misc3: Which projectiles to block when "Z3 Boomerang/Hookshot" rule is set. See Shields' Misc 1 values.
Misc4: Which projectiles to reflect when "Z3 Boomerang/Hookshot" rule is set. See Shields' Misc 2 values.
Flag 1: Chain does not do damage
Wpn1: Head sprite
Wpn2: Horizontal chain sprite
Wpn3: Vertical chain sprite
Wpn4: Handle sprite
Action Sound: Chain shooting sound.

Lenses
Misc1: Lens width
Action Sound: Lens activation sound.

Hammers
Power: Damage
Wpn1: Hammer sprite
Wpn2: Smack sprite
Action Sound: Hammer pound sound.

Din's Fire
Power: Damage
Misc1: Number of flames in ring
Misc2: Ring width
Wpn1: Rocket up sprite
Wpn2: Rocket up sparkle sprite
Wpn3: Rocket down sprite
Wpn4: Rocket down sparkle sprite
Action Sound: Flame ring sound.

Farore's Wind
Misc1: 1 = Twilight
Action Sound: Wind sound.

Nayru's Love
Misc1: Spell duration (in frames)
Flag 1: Rocket sprite is transparent
Flag 2: Rocket sprite is flickering
Wpn1: Rocket sprite
Wpn2: Rocket sparkle sprite
Wpn3: Rocket return sprite
Wpn4: Rocket return sparkle sprite
Action Sound: Looping shield sound. (Important: the next sound (Action Sound + 1) will be used for the flickering shield).

Bombs
Power: Damage
Misc1: Fuse duration (in frames, 0 = remote)
Misc2: Maximum number of bombs on screen
Wpn1: Bomb sprite
Wpn2: Explosion sprite
Flag 1: If true, bomb explosions last a few extra frames, hurting some enemies twice, as was their behavior in some old betas
Action Sound: Explosion sound.

Super Bombs
Power: Damage
Misc1: Fuse duration (in frames, 0 = remote)
Misc2: Maximum number of bombs on screen
Wpn1: Bomb sprite
Wpn2: Explosion sprite
Action Sound: Explosion sound.

Roc Items
Power: Jump height multiplier
Action Sound: Jumping sound.

Hover Boots
Misc1: Hover duration (in frames, 0 = unlimited)
Wpn1: Halo sprite
Action Sound: Hovering sound.

Charge Rings
Misc1: Normal charging duration (in frames)
Misc2: Magic charging duration (in frames)

Heart Rings
Misc1: Amount to increase (16 = heart)
Misc2: Delay duration (in frames)

Magic Rings
Power: 1 = Light Force.
Misc1: Amount to increase (16 = magic container)
Misc2: Delay duration (in frames)

Clocks
Misc1: Enemy freeze duration (0 = unlimited)

Spin Attack Scrolls
Power: Attack damage multiplier.
Misc1:Number of spins.
Action Sound: Spinning sound.

Hurricane Spin Scrolls
Power: Attack damage multiplier.
Misc1:Number of spins.
Action Sound: Spinning sound.

Peril Beam Scrolls
Misc1: Maximum number of hearts in which beam will fire.

Quake Hammer Scrolls
Power: Attack damage multiplier.
Misc1: Quake stun duration at epicentre (decreases with distance)
Misc2: Quake radius.
Action Sound: Quake sound.

Super Quake Scrolls
Power: Attack damage multiplier.
Misc1: Quake stun duration at epicentre (decreases with distance)
Misc2: Quake radius.
Action Sound: Quake sound.

Bomb Bags
Power: 1 = infinite supply.
Misc1: Amount to increase
Misc2: Delay duration (in frames)
Flag 1: Also affect Super Bombs (Note: uses "Super Bomb ratio" of 4/1).

Quivers
Power: 1 = infinite supply.
Misc1: Amount to increase
Misc2: Delay duration (in frames)

Wallets
Power: 1 = infinite supply.
Misc1: Amount to increase
Misc2: Delay duration (in frames)

Magic Keys
Power: Dungeon level on which this key works.
Flag 1: If set, works on all dungeon levels lower than or equal to Power.

Stepladders
Power: 1 = four-way.

Whisp Rings (Note: only available with upcoming Enemy Editor changes)
Power: Jinx timeout divisor. (0 = immune to curses)
Misc1: Which jinx to affect. 1 = sword, 2 = item, 4 = drunk (Note: this value doesn't work yet), 8 = parity (not implemented yet).
Flag1: Permanent jinxes are only temporary.

Cane of Byrna
Power: Beam damage.
Flag 1: The beam penetrates enemies
Misc 1: Beam speed divisor
Misc2: Orbit radius
Misc3: Number of beams
Wpn1: Cane stab sprite
Wpn2: Cane slash sprite
Wpn3: Cane beam sprite
Wpn4: Cane sparkle sprite
Wpn5: Damaging sparkle

Wealth Medals
Misc1: Amount to reduce shop prices.
Flag 1: Misc1 is a percentage.

Stone of Agony
Power: Sensitivity.
Misc1: Vibration of Link's sprite, in frames per second.

Shields
Misc1: Which projectiles to block. Sum the following values to produce combinations:
1: Rock
2: Spear (or is it Arrow?)
4: Boomerang
8: Fireball
16: Sword Beam
32: Magic
64: Fire
128: Ice Magic (not implemented yet)
256: Boss Fireball
Misc2: Which projectiles to reflect back. Uses Misc1's values as well. Currently, Spears and Fire cannot be reflected! Also, you can't reflect a projectile that you cannot block.
Action Sound: Deflection/reflection sound.

Triforce Pieces
Equipment Item: If set, it will act like a level Triforce Piece. Otherwise, it will act like a Big Triforce.
Misc1: The MIDI to play during the victory animation (0 = use default MIDI).

For more information, consult the ZC Wiki for item editor misc attributes. (http://www.shardstorm.com/ZCwiki/Item_Misc._Attributes)

The_Amaster
04-06-2007, 11:55 AM
Cool! but...

Rocs Feather
Family: Jump height multiplier
Do you mean length. Because height doesn't make sense game mechanicaly. And is the current level 1 or higher?

redmage777
04-06-2007, 12:11 PM
I'd assume Height = More time in the air and more potential distace covered, The two go hand and hand.


Boomerangs
Family: Damage
Misc1: Flight distance (0 for unlimited)
Wpn1: Boomerang sprite
Wpn2: Sparkle sprite
Wpn3: Damaging sparkle sprite

Does Unlimited mean that the boomerang will continue to fly off the screen? This would basicly create a boomerang that does not return right? (This would be cool for Shurikens and stuff like that.)

_L_
04-06-2007, 01:03 PM
Unlimited means "magic boomerang". And I can assure you that increasing jump height makes perfect sense in a sideview area.

AmazingAmpharos
04-06-2007, 07:28 PM
So does that still also affect the distance you travel in top down? It would probably make sense to make the "1" level be a hop of such shortness so that you only travel forward 1 tile and then allow for multipliers as, if the current Roc's Feather behavior is level "1", there is no reason to ever use anything bigger than 1.

ShadowTiger
04-06-2007, 10:33 PM
Unlimited means "magic boomerang". And I can assure you that increasing jump height makes perfect sense in a sideview area.


So, to pick your brain a bit, to simulate the "Jump" spell from Z2, would you:

1) Modify the item's value temporarily, Or,
2) Switch between two identical items with a different value?

Which would be more feasable? I'm sure people would prefer to just temporarily modify the jump height of the item directly, but switching between two items with just that one value different would make sense too.

bigjoe
04-11-2007, 04:45 PM
Candles
Power: Damage
Flag 1: One use per screen
Wpn1: Candle stab sprite
Wpn2: Candle slash sprite
Wpn3: Flame sprite


More details will be added when I get around to them.

Would it be too hard to change

Flag 1: One use per screen

to

Misc 1: Number of uses per screen. (0 = infinite)

?

_L_
05-15-2007, 02:43 AM
Today: added information on shields and some auxiliary equipment.

_L_
06-17-2007, 11:52 PM
Today, added values for the upcoming item variables Misc. 3, Misc. 4 and Action Sound.

The_Amaster
06-18-2007, 12:00 AM
Wait, so do any items besides Boomerang and Hookshot use 3 and 4?

_L_
06-18-2007, 08:02 AM
If you have any ideas for what other items could use them for, please communicate!

idontknow
06-18-2007, 11:56 AM
Why, I'm so glad that you asked! :tongue:

Shields:
Misc 3: The side(s) from which projectiles are blocked or reflected. Use the following values:
1 = Front
2 = Back
4 = Left
8 = Right
So, if you want to make a shield that actually protects Link only from the left or right, then Misc 3 would equal 12. If it protects from all sides except from the back, then it would be 13. A super shield that protects Link from all sides would have a Misc 3 value of 15.

Bombs & Super Bombs:
Misc 3: Explosion Size, if 1, it would simply be 1 tile, centered over the bomb. If 2, the explosion would look like this (default bomb size)
_ []
[][][]
_ []

If 3, the explosion would look like this (default super bomb size)
__ []
_ [][][]
[][][][][]
_ [][][]
__ []

Arrows:
Misc 2: Firing Speed

Hammer:
Misc 1: When multiple pound combos are next to each other in the combo table and the first pound combo is placed, this number determines how pound combos this hammer will pound through with one swing. (Kinda hard to explain) Example: If you have a stake that normally takes 5 hits of the hammer before it completely goes into the ground & therefore Link can walk pass it, then the stake will have 5 consecutive pound combos and the hammer will have a power of 1. However, if the hammer has a power of 5, it will only take that hammer 1 swing for Link to pound in that stake.

Wand:
Misc 1: Magic Damage (whereas power is the damage of the wand itself)
Misc 2: Firing Speed
Misc 3: Length of the magic: Much like the hookshot, it uses repeated tiles of itself--you could then make a lightening rod that shoots a beam the length of the entire screen.


Candle:
Misc 1: # of uses per screen, 0 = unlimited (get rid of the flag)
Misc 2: # of flames on screen at once
How these are different: let's say Link has unlimited use of a candle on the same screen (Misc 1 = 0). However, he can only have one flame from the candle on screen at any given time ( Misc 2 = 1) This means that before you can use the candle again, he must wait until the flame dies out.
Misc 3: Duration of flame, 0 = unlimited, until Link leaves the screen (how long until the flame burns out)

Din's fire:
Misc 3: duration of flame ring--you could make the flame ring last longer or shorter.

Clock:
Flag 1: If checked, it means that this clock does not take effect immediately upon pickup and instead must be selected in the subscreen & used. If checked, then the "equipment item" must therefore also be checked & there must be space in the subscreen for it. This item would most likely be something you can find as a special prize in your quest & then save & use for a later date and once you use it, it disappear from the inventory (much like a potion)

Wealth Medal:
Misc 2: Any shop equal or less than this # will have their prices discounted at this wealth medal's Misc 1 amount. However, any shop # greater than Misc 2 will disregard this wealth medal. This will allow some shops to always keep the same prices, despite having this item.

ShadowTiger
06-18-2007, 01:28 PM
Misc 1: When multiple pound combos are next to each other in the combo table and the first pound combo is placed, this number determines how pound combos this hammer will pound through with one swing. (Kinda hard to explain) Example: If you have a stake that normally takes 5 hits of the hammer before it completely goes into the ground & therefore Link can walk pass it, then the stake will have 5 consecutive pound combos and the hammer will have a power of 1. However, if the hammer has a power of 5, it will only take that hammer 1 swing for Link to pound in that stake.Hm. This is actually fairly interesting right here. Normally, the way combos would react from being pounded, is that they would cycle (Via sheer placement on the combo page, being to that combo's right.) to the next combo. In this case, to show a combo needing multiple pounds, it'd just go to the next combo, which features a lower stake, then to the next lower stake combo, and so on. So, I suppose that the "Power" of the Misc value here for the hammer would be based on the duration that the hammer would affect whatever combo it's on. For example, it'd continue to pound whatever combo it's over while it's down, (I mean it will act like a normal hammer and only pound once, but the effects on the combo would be intensified so it wouldn't only affect ONE FRAME of that combo to affect its "Pound" type, but would go into the next combo's pound type (If it has one) as well.) so more than one combo could be "cycled."



Firing RateRapid Fire arrows? As in, more than one arrow on screen at the same time? Would be quite nice. Same for the wand.

I like the wealth medal suggestion as well. This takes wallet limitations into account. :)

AmazingAmpharos
06-18-2007, 06:32 PM
Here are some ideas for using misc attributes:

Bait - Misc1 - number of feedings, 0 for infinite

This would allow players to give the "Magic Bait" or to let the player carry "multiple" baits just like he can carry multiple Blue Potions as a Red Potion.

Candle - Misc 2 - range of flames

There was a clamor for an option for 1 tile range Candles, and super candles with 4-5 tile ranges would still be really fun to use. The Candle can be a serious weapon too!

Potions - Misc 3 - Link attack multiplier
- Misc 4 - Link CSet change

Using Misc 3 and Misc 4 in combination lets the player get his attack increased via using a Potion (complete with color change). As I would see it, the effects disappear as soon as the player gets hit. This would allow for Grandma Stew and Great Fairy Tears (WW and TP) to be recreated in Zelda Classic.

Books - voicing support for the previous idea about Books and Wand magic; they need something to give them purpose...

Roc Items - Misc 1 - Top down jump height multiplier

Okay, I discovered this when testing Sideview rooms. The Roc's Feather is a very hard item to implement. If you make the jump multiplier any remotely big number (2+), it's broken in top down rooms (obscenely, unfairly good). If you make it have a power of 1, the power it really needs to be fair in top down, it is worthless in sideview (can't even ascend one tile).

Maps/Compasses/Boss Keys - Misc 1 - Level on which to operate
Flag 1 - Use Misc 1 for Level (uncheck to work on current level)

This would let you make Tingle's shop from MM, and in general would open up some clever uses for these items. NPC: Here, let me mark it on the map (compass marker appears on map). Complete quest for townsperson - Here is the key I promised you (gets Tail Key). You know, that sort of thing.

*b*
06-18-2007, 06:50 PM
Wpn3: Sword beam sprite

Are you joking? PLEASE tell me this works

ColorPrinter
06-18-2007, 07:00 PM
Maps/Compasses/Boss Keys - Misc 1 - Level on which to operate
Flag 1 - Use Misc 1 for Level (uncheck to work on current level)

This would let you make Tingle's shop from MM, and in general would open up some clever uses for these items. NPC: Here, let me mark it on the map (compass marker appears on map). Complete quest for townsperson - Here is the key I promised you (gets Tail Key). You know, that sort of thing.

Yes, that would be quite awesome. But I thing the key thing would require some heavy work...and some counter editing. Compass and map should be easy, however.

The_Amaster
06-18-2007, 09:13 PM
Are you joking? PLEASE tell me this works


Yeah, it's pretty sweet. I've already gone in and changed my beams.

4matsy
06-24-2007, 03:43 PM
While we're on the subject, how about making Wpn4 be the sword beam explosion?

Currently it still uses whatever tiles are 2 ahead of the beginning of the Wpn3 animation, so if your sword beams use more than 2 frames, the explosion's gonna look like part(s) of the beam animation...

bigjoe
06-24-2007, 04:06 PM
I second Hypercrash's idea. I've already had the problem he is mentioning.

lupinealchemist
06-27-2007, 10:10 PM
How do you edit action sounds for a custom item? And I want the wand to stun enemies when hit with magic, Is there an attribute for this?

_L_
06-27-2007, 11:12 PM
While we're on the subject, how about making Wpn4 be the sword beam explosion?

Currently it still uses whatever tiles are 2 ahead of the beginning of the Wpn3 animation, so if your sword beams use more than 2 frames, the explosion's gonna look like part(s) of the beam animation...

Problem! No such Wpn/Misc entries exist in legacy quests.

Instead, I'll just make it use tiles that are after all of the sword beam's frames.

ShadowTiger
07-07-2007, 06:36 PM
Random Question, please? I'm looking in the Item Editor in beta 448, and I'm looking at the Small Quiver. (Any Quiver has this, actually.) In the middle of the first tab, you have "Increase Amount." This would be suspected of course to be the element which increases the amount of arrows you can carry? If so, what's the difference between that, and the contents of
the upper half of the third tab, with the Full Max and +Max, etc. Wouldn't they conflict?


Additionally, You also have "Delay Duration" as a new misc prompt. Is this the delay between firing single arrows on the screen, or the delay between firing as many arrows as you'd like on the screen? That is, to clarify, having to wait a few moments after the arrow leaves the screen to fire another arrow, versus waiting a few milliseconds after firing an arrow to host another arrow in flight on the screen in addition to the one already heading towards the screen's edge? Or is there something else I'm not thinking of at all?

DarkDragon
07-07-2007, 08:59 PM
I just copied the stuff on the first post of this thread into ZQ; if I made a mistake please post a bug report.

As for quivers, I think that it can increase your arrow count gradually, just like bomb bags do with bombs. Increase amount is how many arrows get regenerated, and the delay is the number of frames between regenerations.

SpykStorm
07-07-2007, 10:47 PM
How are you supposed to turn off the sword beams on the wooden sword.

DarkDragon
07-08-2007, 12:14 AM
Set the beam hearts to something obscene, like 100. I don't think there's a cleaner way.

zcAmazing
07-08-2007, 01:22 AM
_L_, I found out how the item: Fairy (moving) & Fairy (stationary) works. It is not listed in the first post.

Misc 1 is # of hearts to restore HP and if Misc Flag 1 is checked, it uses % of HP to restore. 0 does nothing.

Misc 2 is amount of magic (I think 32 is one whole magic container?) to restore and if Misc Flag 2 is checked, it uses % of magic to restore. 0 does nothing.

Add it in.

shadowfall1976
07-08-2007, 03:02 PM
is the either Bows power supposed to be set to 0?
or is it actually supposed to have a power number set?

nevermind....

zcAmazing
07-29-2007, 11:29 PM
_L_, I got an idea.

You know while the fairy appears. It uses SFX 25 when the "Fairy (Moving)" item appears in the screen. It is not adjustable in any way but that "<Unused>" Action Sound in the Action tab, this is a good spot. Put that to use for this Action Sound and label it "Fairy Appearance SFX" and set default to 25 for the making of new quests. (It would also affect the "Fairy (Stationary)" because you are doing it to the item class: "Fairies." If so, set default action sound for the "Fairy (Stationary)" item to 0 for new quests. 0 is to use no sounds at all.) EDIT: I saw the change in shardstorm.com. Thank you for noticing my idea, _L_!

EDIT: _L_, please update the "Bait" in your first post. Wpn1 is "Bait sprite" and in the current build of ZQ, when I looked in the bait properties in the Action Tab, I see <Unused> on every one of the Weapon Sprite drop-down boxes. The first <Unused> actually uses the weapon sprite for placing the bait down. Please label the first drop-down "Bait Sprite" for the next build.

Stungun
08-01-2007, 01:19 PM
It's probably been pointed out already, but the values for the Bow class of items aren't mentioned here or in ZQ. I suspect Power is some kind of multiple that shows how fast the arrows launch.

zcAmazing
08-04-2007, 08:09 PM
_L_, you have made a mistake with the "Bait Sprite" label. It is actually on the Misc Flag 2 checkbox in the Data page! Turn that back to <Unused>. The label is to be above the Weapon 1 drop-down box in the Action page. EDIT: Since it was too long, I began to report that as a bug. You don't need to worry anymore, DarkDragon has fixed it in 573.

EDIT: P.S. it seems the baiting sound for the Action SFX never resets to it's defaults when defaults is pressed. Default is to be at 0. Does it need to have a default?

After you make the fixes, update your first post:

- "Wpn1: Bait Sprite" under Bait
- "Misc3: Step Speed" under Fairies
- "Action Sound: Fairy drop sound" under Fairies

EDIT: Putting in more info here. I am avoiding double-posting on this particular forum. Hope you are noticing, _L_!

About the raft. The action sound is functional for the raft. It is defaulted to 27 (Secret SFX). Label it "Launch Sound" for that action sound.

Also, I am going to suggest something for the Misc Attributes in the raft properties. I believe there is nothing implemented in all misc attributes. Here are my suggestions (some might make it or not, that would be in account for features and that will have to wait until after 2.5):

Misc 1: Step speed of the raft.
Flag 1: Allow raft to stop at the raft branch flag to await player's input of the next direction.
Flag 2: Raft is controlled, Like in "Oracle of Ages."

EDIT: Suggestion for the flippers:

Misc 1: Length of time Link stays underwater (in frames). If 0, unlimited until player presses A again.
Flag 1: Allow to swim faster a bit with B.
Action Sound: Splash sound (for Link gets in the water). Increase SFX by 1 for swimming sound (applicable if flag 1 is checked). This is to work only while quest rule: More Sound Effects is ON. Need new sound effects.

EDIT: Suggestion for the clock:

Flag 1: Allow effect to last even while going from screen to screen or warping (applicable if Misc 1 (Duration) is higher than 0, otherwise Flag 1 will still not work)
Action Sound: Clock ticking (or magic noise) sound. Plays repeatedly. This is to work only while quest rule: More Sound Effects is ON. Need new sound effects.

EDIT: Suggestion for the bracelets:

Action Sound: Block pushing. This is to work only while quest rule: More Sound Effects is ON.

Schwa
09-04-2007, 04:33 PM
I tested the Peril Beam scroll and it doesn't seem to do anything.

Am I missing something? Or do I need to go and report a bug?

Russ
09-04-2007, 05:42 PM
The peril beam lets you shoot sword beam when you are at one health. You should take a look at this (http://www.armageddongames.net/forums/showthread.php?t=99060)list. It tells waht the new items do.

Schwa
09-04-2007, 06:33 PM
I know. But it didn't do that. I was at one health and I couldn't shoot a single beam. Then I changed it to 2 health and it didn't work then either. Then I changed it back to 1 and monkeyed with the Sword Beam settings TONS of times. No dice.

By the way, I'm smarter than you think. :P

Russ
09-04-2007, 07:29 PM
Okay, then you should probably report it as a bug. And I wasn't meaning to call you dumb, it's just most of the problems that newcomers have with items come from their not knowing how to use the item.

Schwa
09-04-2007, 07:35 PM
Yeah, that's what I thought at first too; it was just me being ignorant... I tested the Peril RING, though, and it works just fine. There would have to be a connection if it was just me, and there isn't, so yeah it's probably a bug. I reported it already.

Also, I wouldn't think of myself as a n00b... I come from PureZC.com and have a good 400 posts there. ;) Not easy to tell at first glance, though, so I'll give you credit for that. :P

Oh, and _L_? You never posted the stats for Whimsical Ring on the first post of this thread. I'm trying to experiment myself and it's not going well. @_@

redmage777
04-05-2009, 06:50 PM
Just came up with an Idea that could make a lot of items more versatile without the need to script. Under the "pick up" tab, why not have an option for the item to use itself as soon as Link picks it up? This would allow you to make items like Din's Fire and Nayru's Love random dropped items that give the player a one time bonus, (Like Fairy, Clock and Kill all Enemies) rather then items that Link can uses anytime he wants.

pkmnfrk
04-05-2009, 07:11 PM
Or, alternately, a method of "using" an item via scripting. You could then attach this script to an item's pick-up script:


item script UseOnPickup {
void run() {
this->Use();
}
}

XMuppetSB
04-05-2009, 08:13 PM
_L_, remember when you implemented the Cane of Byrna?



* The Cane of Byrna's slash and stab sprites are now implemented.
* The Cane of Byrna now creates a beam lweapon that orbits Link, expends Link's magic or rupees, and damages any enemy that is vulnerable to wand magic.
* The Cane of Byrna itemclass now has the following editable features: Penetrates Enemies, Beam Speed Divisor, Orbit Radius, Number of Beams, Orbit Sound, Sparkle Sprite and Damaging Sparkle Sprite. Invincibility, however, remains unimplemented.

Well, since it's implemented now (except for invincibility), here's the properties for the Cane of Byrna that need to be added to that list:

Power: Beam Damage
Misc 1: Beam Speed Divisor
Flag 1: Penetrates Enemies
Misc 2: Orbit Radius
Misc 3: Number Of Beams
Weapon 3: Beam Sprite
Weapon 4: Sparkle Sprite
Weapon 5: Damaging Sparkle Sprite

Also, you need to add all the other properties that were added to certain item classes in more recent betas, to the list as well (check the change log for these additional properties)