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View Full Version : Altering the way items are handled in the active menu...



MasterSwordUltima
01-16-2014, 07:33 AM
The way items are currently handled in 2.5 (outside of scripting) is that each item-type is it's own item. When you get a better sword, the lower level one is replaced. You get a better boomerang, it replaces the old, etc.

From a vanilla ZQ, you can't make a game where you have multiples of a certain item type, without the newest one replacing the old one. Usually this is fine, however I feel we could benefit by changing this to more of a micro level. Perhaps instead of the usual "replaces previous item", we could change that to a dropdown box/number box/whatever, where you get to specify exactly what item it replaces. Then in the menu editor, instead of placing which item type goes where, you would be able to select where the starting item in that set goes.

My inspiration behind this is basically this; You start with a wooden sword, weak. You get a new flame sword, this is the only weapon that can kill ice monsters. You get the third sword, master sword. Although the master sword is stronger, it can not kill the ice monsters, so you would have to go back into your inventory to equip the weaker flame sword.

This mechanic could work for pretty much all of the items. You could make different types of bombs; perhaps regular bombs, and then ice bombs - and the ice bombs could end up freezing lava into obsidian or something similar. Potential is pretty huge, imo.

Yes, no?