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Ah, three new equipment items!
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New equipment: Heart Rings (regenerate hearts), Magic Rings (regenerate magic), and the Light Force (infinite magic).
Ah, most intriguing. Thank you good sir L. A few questions to tickle your well rewarded fancy, if I may?
1) With each of these regenerative rings: Are these based on a "Per Second" or "Per Minute" basis? What is the <REGENERATION PER><???> rate anyway? (I.e. #% of # heart(s) per <MINUTE/SECOND> etc.) This is for the default value.
2) How may we adjust such a rare and quantity? What if the player has two different rings they wish to turn on or off? What if you can only have one active at any given time?! (Something to give some thought to, I'd wager.) Perhaps toggle their ability to be either equipment or B Items? I.e. if it's a B item, then, naturally, only one can be active. If it's equipment, it'll be active all the time. Now what if you had BOTH a ring for your equipment and a ring for your finger? Would they overlap and be additive? What about a ring that does both?
3) Concerning the "Light Force:" What is the default item image that you had initially pictured? I'd imagine some sort of wispy cloud, but that's probably not even close. Now, this gives us infinite magic. Does this mean, say, a permanent 4/4, or 6/6, or 8/8 magic? Or does this imply an automatic 9999/9999 magic? For example, suppose you have a spell which actually does in fact require 9999 magic to cast, which is obviously well beyond your measly maximum of 8 magic containers. (Oh holy cow, "Magic Container Pieces. We don't have those yet. O_O ... Though I'll bet we could make them in the item editor.)
...
And what the hell. While we're here:
4) Will it eventually be possible for a sword (Or any weapon, custom or otherwise, (Though they're technically probably ALL "custom" at this point what with the remarkable changes you guys have made.) ) to inflict decimal or fractional damage? For example, a wooden sword will do 2 damage, where a minor upgrade to the wooden sword will do 2.5 damage, where the white sword still does 4 damage. Thoughts? This'd make weapon diversity far more entertaining, as no longer would we be stuck with EXACTLY FOUR (Or five.) A weapons, regardless of how we draw them to appear as. To be able to select a full weapons rack of weaponry would be a veritable dream come true. Hell, to SHOP for them would be even more fun! :p So it wouldn't just be art that would set them apart, but actual damage statistics. Eventually, even range and behavior.
Surely you can say that since the Biggoron's sword was indeed in OoA/OoS and OoT, it would eventually come to be into ZC as well. The damage can be modified. It's the range which as of yet cannot.
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Re: Ah, three new equipment items!
For fractional damage, couldn't you just use the enemy and item editors to increase all numbers? For instance, set the Wooden Sword to do 50 damage, the small upgrade to do 75, and Blue Octoroks to have 100 HP. There is the question of what the maxes are for stats like HP and attack power in such a case, but that seems like a generally workable solution for fractional damage, especially if you just wanted halves as that would just force you to double every number.
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Re: Ah, three new equipment items!
Looking the current lists of changes, I see that Dark Nation made a lot of changes towards the enemies (bugfixes and the like) - which will probably cause a lot of conflict with -L- redefined enemy editor. Hopefully -L- is making sure that his code is taking in account of these changes. :(
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Re: Ah, three new equipment items!
Wow...jeez, there has been an explosion in the development of non vital but cool items(Peril Beam, Whisp Rings, Wealth Medals, and now thsi stuff.)
Cool!
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Re: Ah, three new equipment items!
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Originally Posted by
ShadowTiger
1) With each of these regenerative rings: Are these based on a "Per Second" or "Per Minute" basis? What is the <REGENERATION PER><???> rate anyway? (I.e. #% of # heart(s) per <MINUTE/SECOND> etc.) This is for the default value.
Well, Heart/Magic Ring 1 restores a quarter of a container every 1024 (hexadecimal:400) frames. That's about 17 seconds. Sure, it may seem small, but when you're doing a lot of overworld traipsing, it adds up! I recommend Heart Ring 1 as a supplement to the typical tall-grass-covered, recovery-heart-laden quest.
Levels 2 and 3 lower that time to 512 (hex: 200) and 256 (hex: 100) respectively. Level 3 could be used well in a quest where the Item Drop Editor has removed all of the recovery hearts from the game.
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2) How may we adjust such a rare and quantity? What if the player has two different rings they wish to turn on or off?
Why would they want to turn them off?
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3) Concerning the "Light Force:" What is the default item image that you had initially pictured? I'd imagine some sort of wispy cloud, but that's probably not even close.
Maybe a bottle of Chateau Romani?
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Now, this gives us infinite magic. Does this mean, say, a permanent 4/4, or 6/6, or 8/8 magic? Or does this imply an automatic 9999/9999 magic? For example, suppose you have a spell which actually does in fact require 9999 magic to cast, which is obviously well beyond your measly maximum of 8 magic containers. (Oh holy cow, "Magic Container Pieces. We don't have those yet. O_O ... Though I'll bet we could make them in the item editor.)
I went the easy route. Your "spell cost multiplier" starts at 2 and is reduced to 1 when you get half magic. When you get the Light Force, it becomes 0. Though, I must say that I prefer your approach, and might change it.
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4) Will it eventually be possible for a sword (Or any weapon, custom or otherwise, (Though they're technically probably ALL "custom" at this point what with the remarkable changes you guys have made.) ) to inflict decimal or fractional damage? For example, a wooden sword will do 2 damage, where a minor upgrade to the wooden sword will do 2.5 damage, where the white sword still does 4 damage. Thoughts? This'd make weapon diversity far more entertaining, as no longer would we be stuck with EXACTLY FOUR (Or five.) A weapons, regardless of how we draw them to appear as. To be able to select a full weapons rack of weaponry would be a veritable dream come true. Hell, to SHOP for them would be even more fun! :p So it wouldn't just be art that would set them apart, but actual damage statistics. Eventually, even range and behavior.
You will be able to customise the swords' (and also the hammer's, arrows', wand's, candles', bombs' and boomerang's) damage by changing their family level. The default swords now have levels of 1, 2, 4 and 8. (If you want more divisions between levels 1 and 2, increase the HP of various enemies!)
Also, you can give each sword its own sprites, beam hearts and beam power values. Other behavioural tweaks will be possible for other equipment items (altering the fuse length of bombs, or the flight distance of boomerangs, for example).
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Re: Ah, three new equipment items!
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Originally Posted by
_L_
Well, Heart/Magic Ring 1 restores a quarter of a container every 1024 (hexadecimal:400) frames. That's about 17 seconds. Sure, it may seem small, but when you're doing a lot of overworld traipsing, it adds up! I recommend Heart Ring 1 as a supplement to the typical tall-grass-covered, recovery-heart-laden quest.
Levels 2 and 3 lower that time to 512 (hex: 200) and 256 (hex: 100) respectively. Level 3 could be used well in a quest where the Item Drop Editor has removed all of the recovery hearts from the game.
Why would they want to turn them off?
Maybe a bottle of Chateau Romani?
I went the easy route. Your "spell cost multiplier" starts at 2 and is reduced to 1 when you get half magic. When you get the Light Force, it becomes 0. Though, I must say that I prefer your approach, and might change it.
You will be able to customise the swords' (and also the hammer's, arrows', wand's, candles', bombs' and boomerang's) damage by changing their family level. The default swords now have levels of 1, 2, 4 and 8. (If you want more divisions between levels 1 and 2, increase the HP of various enemies!)
Also, you can give each sword its own sprites, beam hearts and beam power values. Other behavioural tweaks will be possible for other equipment items (altering the fuse length of bombs, or the flight distance of boomerangs, for example).
I dislike your last idea. Why not add in a checkbox that, when ticked, makes the damage power be whatever you put in its little type-in box? I mean... What if we wanted to make a LESS-powerful Hammer instead of a MORE-powerful one? Decreasing its family level wouldn't do any good, now would it? :p
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Re: Ah, three new equipment items!
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Why would they want to turn them off?
Well, as I theorized above, what if they were inventory items rather than backpack-laden equipment? I.e. you'd have to keep the particular ring in the B slot for it to actually have any effect. Thus, you wouldn't "Turn it off" much less just put it away. Same effect, but different motivations and logic behind it. So if you had two rings, you'd have only one active at a time, UNLESS the ring was designed to be equipment. So I guess it's the difference between being able to "use" the item or not. If it's capable of being placed in the unusable equipment area, it'd always be on. If it's capable of being placed in the usable inventory area, you'd have to use it for it to have any effect.
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Maybe a bottle of Chateau Romani?
Well remembered. o.o This works wonderfully. Too bad it's only in one Zelda game. =/ It was quality stuff. (I haven't played Twilight Princess yet, so I wouldn't know if anything of the sort was in there.) Otherwise I just don't recall. ... But whatever. This works just fine.
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Re: Ah, three new equipment items!
if you have a negative ring (eg: cursed) and you get the curse lifted, it will still have a negative effect but now you can remove/turn off the ring.
edit: im thinking of cursed stuff like in 'Castle of the Winds'
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Re: Ah, three new equipment items!
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Originally Posted by
pikaguy900
What if we wanted to make a LESS-powerful Hammer instead of a MORE-powerful one? Decreasing its family level wouldn't do any good, now would it? :p
I forgot to mention that the default hammer's level is now 4. And that the wand's default level is now 2.
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Re: Ah, three new equipment items!
*GASP* .. I just realized something. I hope it's of no tremendous importance. We have four sword flags (And beam flags) right? What if we suddenly have like, eleven Melee Weapons? (With all four of those default swords in the mix somewhere.) What happens to the flags? Will we still only be able to trigger L4 flags with our Master Sword, despite the possibility of a GRANDMaster Sword or something, which does even more damage? Or will it just be a lesser / greater thing? Suppose We have a very specific weapon, a sword which deals basically no damage, (A "1" damage on a scale where red octoroks have 100 HP.) which is meant to slash open locks and such, say, as a lockpick.
What would happen then?
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Re: Ah, three new equipment items!
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Originally Posted by
ShadowTiger
So if you had two rings, you'd have only one active at a time, UNLESS the ring was designed to be equipment. So I guess it's the difference between being able to "use" the item or not. If it's capable of being placed in the unusable equipment area, it'd always be on. If it's capable of being placed in the usable inventory area, you'd have to use it for it to have any effect.
If I'm not mistaken, equiping items to A was added a month or two ago, if so you actually can have both rings out at one time.
I don't know if I so much want these as official items, particularly L2 and L3 versions, so much as the frame work to create them myself. Then again I could always copy over the ones I don't need...
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Re: Ah, three new equipment items!
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Originally Posted by
redmage777
If I'm not mistaken, equipping items to A was added a month or two ago, if so you actually can have both rings out at one time.
Hence why you could, then, in theory, equip them both as A AND B items to get both effects at the same time. No Biggie.
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I don't know if I so much want these as official items, particularly L2 and L3 versions, so much as the frame work to create them myself. Then again I could always copy over the ones I don't need...
Well, the framework is there. Either you can script an item, (Though it appears to still be an "On Activation" thing rather than an "If Equipped" issue.) or you can draw or rename the item however you'd like to make its effect suit an item that's more your liking. I.e. changing the "Light Force" into Romani Milk.
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Re: Ah, three new equipment items!
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Originally Posted by
ShadowTiger
*GASP* .. I just realized something. I hope it's of no tremendous importance. We have four sword flags (And beam flags) right? What if we suddenly have like, eleven Melee Weapons? (With all four of those default swords in the mix somewhere.) What happens to the flags? Will we still only be able to trigger L4 flags with our Master Sword, despite the possibility of a GRANDMaster Sword or something, which does even more damage? Or will it just be a lesser / greater thing? Suppose We have a very specific weapon, a sword which deals basically no damage, (A "1" damage on a scale where red octoroks have 100 HP.) which is meant to slash open locks and such, say, as a lockpick.
What would happen then?
Currently, the L4 (now L8) sword triggers Wooden Sword flags as well as Master Sword flags. So, if a sword's level reaches or exceeds a sword flag's level, it will trigger it.
Also, some news:
* The Ring levels are now 2, 4 and 8. Feel free to use family level 1 for a default Green Tunic or something.
* You can now assign slash sprites to the Wand.
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Re: Ah, three new equipment items!
So, does this mean that some of the Weapons/Misc Animations might find their way to the Item editor instead? It could make sence to eliminate the option all together and farm the animations out to the appropriate editors (Subscreen, Enemy or Item.) Then again this could confuse people and create problems.
To the point- Where in the interface will animations for new items be assigned?
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Re: Ah, three new equipment items!
Okay, so there are no ways to make an L1 flag which a L2 item (Or above) cannot trigger. That puts slashable lockpicks out of the picture. > <. Wasn't there going to be some sort of plan where you'd have unique sword flags, which only that level could trigger?
Maybe a screen flag menu prompt which sets the sword trigger flag values for those flags to something else. I.e. on that same page of the Screen Flags dialog where there's that Damage Combo sensitivity value, (Which is currently the only thing on it.) there could be four prompts: One for each Sword Flag. Each will set the Sword Family Value of its respective sword to a new number. So if your Wooden sword does 5 Damage, you could set it to 1, and now it'd trigger for that lockpick, where the lockpick wouldn't trigger any Wooden Sword flag on any other screen, as that value is 5, where its own family value is 1. But it WOULD be able to trigger it for that one screen, since it's been set to 1 rather than the semi-default 5.
I'm just sort of thinking in terms of quest possibilities here. I know coding this stuff isn't easy.
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Re: Ah, three new equipment items!
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Currently, the L4 (now L8) sword triggers Wooden Sword flags as well as Master Sword flags. So, if a sword's level reaches or exceeds a sword flag's level, it will trigger it.
So a swords level now equals the damage it deals. Ok. Does the same apply to other melee weapons? Based on
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that the default hammer's level is now 4. And that the wand's default level is now 2.
I'm assuming not, as I always thought the wand was proportionate to the lv 3 sword.
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Re: Ah, three new equipment items!
The wand as far as I knew always had the same strength as the White Sword.
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Re: Ah, three new equipment items!
Okay, L, this new system you decided on is definitely more versatile. But are the Level limits expanded too? (like to at least 16) They're only at 8 y'know. I would hope for 32 or 64 though... Like if you want like a spiked flaming mace or something. :rolleyes: :wink: :wink: :nudge: :nudge:
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Re: Ah, three new equipment items!
So does this mean we can have an intermeditae value? To clarify, the Lv4 sword does 8 damage and it is now a Lv8 Sword correct? I want my Lv4 Sword to do 6 damage. Would I call it a Lv6 Sword? I would like the progression of swords 1->2->4->6
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Re: Ah, three new equipment items!
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Originally Posted by
redmage777
To the point- Where in the interface will animations for new items be assigned?
Well, you'll be able to assign to each item a corresponding "Weapon/Misc" sprite.* At first this'll be through an input box where you type the ID of a "Weapon/Misc" sprite, but hopefully a more UI-skilled developer will replace it with a dropdown menu of sorts.
And yes, setting a sword's level to 3 will make it deal 3 times the Wooden Sword's damage. Setting it to 64 will make it do 64 times the Wooden Sword's damage.
*Four of them, actually. (The hookshot requires a head sprite, a horizontal chain sprite, a vertical chain sprite and a handle sprite. And Nayru's Love actually requires 8 sprites, but I've decided that the right spell rocket will now be a mirrored version of the left.)
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Re: Ah, three new equipment items!
Awesome... oh, is there/will there be a way to make a WEAKER arrow? Another idea I had was that the bow and arrow are used as another weapon, and not a special weapon. I'm pretty sure we can already do infinite arrows, but I'd like them to do low damage since you have a range advantage over other weapons.
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Re: Ah, three new equipment items!
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Originally Posted by
_L_
And yes, setting a sword's level to 3 will make it deal 3 times the Wooden Sword's damage. Setting it to 64 will make it do 64 times the Wooden Sword's damage.
So you can set the level up beyond 8 now? :scared:
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Re: Ah, three new equipment items!
Another improvement: every weapon and item can now have a magic cost assigned to it. A checkbox can turn that into a rupee cost if the Magic rule is disabled.
P.S: Just for fun, I coded a new twilight-style Farore's Wind animation, available by setting misc1 to 1.
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Re: Ah, three new equipment items!
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Originally Posted by
_L_
Currently, the L4 (now L8) sword triggers Wooden Sword flags as well as Master Sword flags. So, if a sword's level reaches or exceeds a sword flag's level, it will trigger it.
but what if you want to have a quest where you start with max hearts and items, and as you progress through dungeons you lose items and heart containers, till your back to what you normally start with in LOZ?
i would like to block paths with level specific stuff like you need a weaker sword to activate stuff to allow passage... and items do decrease per dungeon you beat and the items you lose are dependent on the dungeon you beat but id have a script that makes it so you have to beat all the dungeons in a given area before you get the weaker sword.
dungeons will obviously be designed so that items you lose arnt needed in any future dungeons, else you'd be screwed.
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Re: Ah, three new equipment items!
That's a very good quest idea. And since a greater-than-one quantity of people have requested this feature in a single topic, I am now morally obligated to supply it.
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Re: Ah, three new equipment items!
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Originally Posted by
_L_
Another improvement: every weapon and item can now have a magic cost assigned to it. A checkbox can turn that into a rupee cost if the Magic rule is disabled.
P.S: Just for fun, I coded a new twilight-style Farore's Wind animation, available by setting misc1 to 1.
Twilight-style animation? Like in TP? Or are you talking something else?
Also, why not change Farore's Wind if you can? (Or at least modify it.) I'd actually like to see Farore's Wind work the same way it did in OoT, where when used, it'd set a little orb at the door you entered the current room from, and it stays there until you use it again. When you use it again, you're warped to it. It'd be great for when you have splitting paths and have to do a ton of backtracking. It could be a Level-2 Farore's Wind, or it could just take over the current one. I actually find the current Farore's Wind to be quite annoying. I, for one, don't really want to use it just to get back to the CONTINUE SCREEN. I'd rather use it like it worked in OoT....
So, we can finally tell the game what items use magic and stuff, eh? Great! Now all you need to do is make some checkboxes for things like "not a Melee weapon", and Link's usage animations, and I'd say it'd be perfect! ;)
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Re: Ah, three new equipment items!
* The Boots's level now indicates what kind of damage combos it can resist. Level 1 means that it only protects you from "Damage (1/2) combos". Default is 7.
* Also editable: Lens of Truth and Din's Fire radii.
* Furthermore: disposing of the "Long Bomb Fuses" rule, you can now set the number of frames before a bomb explodes. If this is 0, it becomes a Remote Bomb.
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Re: Ah, three new equipment items!
Holy crap, thats awesome! So, any predictions for when the next build is out?
Oh, and what became of the Idea I suggested for the whistle?: Everything is frozen for the duration of the sound. :poke:
And pikaguy:
Yes, he's referring to the TP-style warp where link breaks apart and goes up.
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Re: Ah, three new equipment items!
Jeez, L, you're on a feature rampage. Keep it up
How about a dialouge option to give and take away items?
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Yes, he's referring to the TP-style warp where link breaks apart and goes up.
Didn't it already do that?
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Re: Ah, three new equipment items!
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Originally Posted by
Amaster42
Didn't it already do that?
No, he just.... Broke up. :P
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Re: Ah, three new equipment items!
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Originally Posted by
pikaguy900
No, he just.... Broke up. :P
In TP, he actually broke apart in little black rectangles.
In ZC he dissolves
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Re: Ah, three new equipment items!
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Originally Posted by
majoras_wrath
In TP, he actually broke apart in little black rectangles.
In ZC he dissolves
I meant in ZC.In ZC, he breaks apart into little particles. In TP, he breaks up into little black squares of TWILIGHT. :o
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Re: Ah, three new equipment items!
Will the item names be editable anytime soon?
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Re: Ah, three new equipment items!
Oh yeah, that's a good point.
Next to implement: item name, and subscreen name.
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Re: Ah, three new equipment items!
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Re: Ah, three new equipment items!
You know, _L_, it's very cruel to announce all these nifty additions without committing them to the source repository so the other devs can look at them. :p
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Re: Ah, three new equipment items!
Well, in my opinion, new features such as these, well.... as long as there are no bugs it's OK if _L_ adds them without doing what you said. Little stuff like modifying existing stuff or adding the ability to edit certain little things should be OK. Big stuff like New Items and the like should be done with consent by other Devs.
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Re: Ah, three new equipment items!
Though to be fair, it IS something that's been on the Subscreen Editor for quite a while, in the "Soon To Be Completed" style as written on the actual subscreen entity type itself. There is a bunch of things that needs to be "finished" that's visibly unfinished before 2.5 can be released. (Floor / Ceilingmasters, Z3 Boulder and Z3 Moldorm, those subscreen elements, the bats, etc.)
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Re: Ah, three new equipment items!
Are there any major bugs left? Seriously, I can't recall now any unfixed major bugs like the "subscreen crash" were in the earlier betas or the "item disappears" in 2.11b14 or like the "arrows useless" in 2.11b12b.
However, if the Developers aren't already planning the stable 2.5, then probably there are some major bugs which I don't know of. Of course, there is a slight chance that 2.5 will be our Easter present... (in one of the upcoming years).
I like new features added though. It's like "make the pig really fat before you sell it". Just not to overfat that pig, so it dies before could be sold.
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Re: Ah, three new equipment items!
So... does a higher level Roc's Feather increase the height of your jump?