I know that you can right click -> goto combo, but hotkeys in the map editor (like ctrl for fill) to do certain things like:
eyedropper - alt
lines - shift (vertical, horizontal, diagonal)
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I know that you can right click -> goto combo, but hotkeys in the map editor (like ctrl for fill) to do certain things like:
eyedropper - alt
lines - shift (vertical, horizontal, diagonal)
The Item Counters in the "B" Box kind of make the ones in the Hud box redundant, Why not Just remove them from future Subscreen Revisions, and use LttPs Window counters? They could be replaced with new counter types later on (Skultulas Tokens Maybe?)Quote:
Originally Posted by Dlbrooks33
So it now looks like this:
Rupies
Tokens
-Reserved-
Keys
How about a Screen Flag and rule that disables the Whirlwind the Whistle creates? That would be very interesting, especially with Puzzles that bring you back somewhere.
15 New Combo Types
Pit (1\2 damage,2, etc.)-To show Link plummiting and to do damage. Also with the rest of the damage amounts to do more damage.
Pit(A,B,C,D)-To show Link plummiting and to warp to a room to make it seem like he fell toa different floor.
Ice-To slide across making it trifle difficult to do something in that room.
Pot-So you can add liftable and you can still use the sword against it. Requires Misc/Weapons animation.
Rock-So you can add liftable to it. Requires Misc/Weapons animation.
1 New Room Type and Change a Room Type
Item Pond-To throw an item in a pong to upgrade like lttp, then it would require a space in misc data like shops to show which items can and cannot be thrown.
Change the Shop to S.Shop-S.Shop stands for stealing shop so you will have to be like LA and pick up the item and give it to the manager.
8 New Items and 2 Item Changes
Ice Rod-Z-3 that fires Ice.
Fire Rod-Z-3 that fires Fire.
Seed Shooter/Slingshot-Can fire the 5 seed types which will be item pickups like OoS-(Ember, Gale, Pegasus, Mystery, and Scent)
Power Bracelet and L-2 PowerBrace Let OoA, OoS, and LA Style
To pickup and throw the 2 new combo types (Pot and Rock) and the bush.
How about something like this.
How about a new screen flag which says
"Timed warp activates when text is finished."
So what this flag does is that the Side warp activates when all the text on a screen is finished. No more will the player have to press down during cutscenes and rather enjoy the scene. I'm suggesting this because most outsiders get pissed off when "the game freezes." or they don't what to do when a scene ends. And it would activate by pressing the "A" button.
And a screen flag that says "Items disabled" All items will be disabled, you can't use them. Like you getting hit by an item bubble. And a "Sword disabled" screen flag. The sword will be disabled on that screen, you can't use it.
How hard would it be to implement these screen flags?
Pit is already implemented. In fact most of these are already implemented. (with the exception of ice, which can be done with freeform combos i think)Quote:
Originally Posted by Dlbrooks33
the rods, slingshot, and hold/item pond arent implemented (but item pond is available)
Instead of the seed types, have arrow types (fire (2), ice(2), light(4))
*note: the numbers mean how many rupees/MP is used, depending on if the "true arrows/enable magic" rules are checked.
a suggestion I thought of last night as I was testing my raft-paths; move Link up four pixels, and move the Raft down four pixels from their current locations during travel, to make it look like Link is actually standing on the raft
could be a quest rule.
fixing enhanced music would be great :)
its been awhile since i was working on my quest and i suddenly remembered something that annoyed me greatly... you can not have "silent move many blocks" with the "pause before pushing" rule on. (might have also affected "push once silent" in any direction aswell)
i think thats it... im unsure if thats correct... feel free to correct me.
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ignore the above due to this being what i was talking about... you can not have it so that "pause before pushing" rule occurs in a room that doesnt have any enemies.
can this be changed or adjusted with a quest rule?