XMuppetSB
05-10-2013, 09:54 PM
Here's what I've been thinking since the official 2.50 release is out. I think some of the existing item and enemy classes need to be tweaked a little bit. Doesn't matter if it's for 2.5.1 or the rewrite (3.0).
Anyways, for the items:
The Magic Book Class:
Why not add a 'Don't Provide Light' misc. flag for in case the Fire Magic flag is checked, since the Candle and Din's Fire classes already have this flag, and the flame produced by fire magic provides light. And perhaps a Flame Damage misc property to determine how much damage (in 1/2 hearts) the flame produced by Fire Magic does, whereas the power determines how much damage the magic itself does.
Classes that are typically used to increase/decrease counters or counter maximums:
This includes Rupees, Hearts, Heart Containers, Magic Jars, Magic Containers, Normal Keys, Bomb Ammo, and Arrow Ammo. Other than being used for counters, these don't do much else, so why not merge all of these into a single item class called 'Miscellaneous'.
Now for enemies:
Patra:
I notice that currently, only 1x1 Patras can use the Big Circle Pattern while 2x2 Patras use the Oval Pattern no matter what. Also, only 1x1 Patras can have inner eyes and shooters. Plus, even though step speed now applies for this class, it still does not apply to 2x2 Patras, as they always move at a hard-coded speed of 25 no matter what you set their step speed to. And I've been thinking, it sure would be nice if 2x2 Patras could use these properties as well. I don't really like the fact that 2x2 Patras are so hard-coded.
Dodongo:
This should be rather simple, but why not add a misc property that determines whether or not they can be stunned by bomb/super bomb blasts or the Quake Hammer and Super Quake techniques. If set to no, then they can only be defeated by feeding them bombs, just like in BS Zelda. Think of this as more of an NES fix to a little certain behavior in the original LOZ, in which bomb blasts would stun Dodongos and they could instantly be killed by the sword while stunned. Also, here's a couple more misc properties: one to determine what item drop set the Dodongo uses when defeated by stunning it with a normal bomb blast or the quake hammer/super quake attack, then killing it with the sword, and one to determine what item drop set it uses if a super bomb was used to defeat it. The former would only apply if the Dodongo can be stunned.
Anyways, for the items:
The Magic Book Class:
Why not add a 'Don't Provide Light' misc. flag for in case the Fire Magic flag is checked, since the Candle and Din's Fire classes already have this flag, and the flame produced by fire magic provides light. And perhaps a Flame Damage misc property to determine how much damage (in 1/2 hearts) the flame produced by Fire Magic does, whereas the power determines how much damage the magic itself does.
Classes that are typically used to increase/decrease counters or counter maximums:
This includes Rupees, Hearts, Heart Containers, Magic Jars, Magic Containers, Normal Keys, Bomb Ammo, and Arrow Ammo. Other than being used for counters, these don't do much else, so why not merge all of these into a single item class called 'Miscellaneous'.
Now for enemies:
Patra:
I notice that currently, only 1x1 Patras can use the Big Circle Pattern while 2x2 Patras use the Oval Pattern no matter what. Also, only 1x1 Patras can have inner eyes and shooters. Plus, even though step speed now applies for this class, it still does not apply to 2x2 Patras, as they always move at a hard-coded speed of 25 no matter what you set their step speed to. And I've been thinking, it sure would be nice if 2x2 Patras could use these properties as well. I don't really like the fact that 2x2 Patras are so hard-coded.
Dodongo:
This should be rather simple, but why not add a misc property that determines whether or not they can be stunned by bomb/super bomb blasts or the Quake Hammer and Super Quake techniques. If set to no, then they can only be defeated by feeding them bombs, just like in BS Zelda. Think of this as more of an NES fix to a little certain behavior in the original LOZ, in which bomb blasts would stun Dodongos and they could instantly be killed by the sword while stunned. Also, here's a couple more misc properties: one to determine what item drop set the Dodongo uses when defeated by stunning it with a normal bomb blast or the quake hammer/super quake attack, then killing it with the sword, and one to determine what item drop set it uses if a super bomb was used to defeat it. The former would only apply if the Dodongo can be stunned.