XMuppetSB
03-30-2014, 01:52 PM
I've been thinking. When the times comes for the rewrite to be worked on, maybe some adjustments could be made to the item editor. For example, as mentioned in a suggestion thead I posted last year, some types of items use multiple sound effects, such as the sword and the bombs, but only one sound effect can be selected, while the rest are hard-coded. So maybe a sound effects tab would be a good idea, so that you can edit all the sound effects used for one item class. For example, the sword would have the stab and slash sound and the beam sound. But instead of entering numbers, why not have a dropdown menu listing all the sound effects.
Also, some item classes have values where certain numbers affect the item's behavior, like the whistle's misc 1, which determines the direction for the whirlwind. So instead of having to enter numbers, why not have a dropdown menu listing all the different behaviors. But for shields, boomerangs, and hookshots, perhaps a dropdown checklist for the block and reflect attributes would be nice. Anything checked would be blocked and/or reflected. It would save the trouble of having to add up all those numbers for different combinations.
Also, why not have an editable beam impact sprite for the sword, so that you don't have to offset the beam impact sprite if you're using animated sword beams, and why not make the hard-coded impact sprite for boomerangs and arrows editable, but have them as separate sprites.
PS: And yes, I pretty much got these ideas from the current list of item editor misc properties on the ZC Wiki.
I also mentioned some item editor changes in an earlier suggestion thread I posted last year:
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'.
Also, some item classes have values where certain numbers affect the item's behavior, like the whistle's misc 1, which determines the direction for the whirlwind. So instead of having to enter numbers, why not have a dropdown menu listing all the different behaviors. But for shields, boomerangs, and hookshots, perhaps a dropdown checklist for the block and reflect attributes would be nice. Anything checked would be blocked and/or reflected. It would save the trouble of having to add up all those numbers for different combinations.
Also, why not have an editable beam impact sprite for the sword, so that you don't have to offset the beam impact sprite if you're using animated sword beams, and why not make the hard-coded impact sprite for boomerangs and arrows editable, but have them as separate sprites.
PS: And yes, I pretty much got these ideas from the current list of item editor misc properties on the ZC Wiki.
I also mentioned some item editor changes in an earlier suggestion thread I posted last year:
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'.