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Thread: Beta 11 Suggestions

  1. #51
    Lynel
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    Re: Beta 11 Suggestions

    Quote Originally Posted by Britannianhero4
    Yeah, it's been rather handy so far, actually. "F11" is a testing feature. If you actually gave it out to your questplayers and testers, what kind of quest designer would you be? ._o' Thus, ... definitely a testing tool. Testing difficulty and travelling from place to place quickly or bypassing errors are two different aspects of testing a beta quest.
    Eh? Where'd that post come from? >_>; I was saying it'd be helpful if either the clock turned back off when you turned the no walls cheat off, or if the clock never turned on in the first place when you turn on the no walls cheat, since I'm usually not going through enemies when I need to go through walls.

  2. #52
    Gibdo firefly's Avatar
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    Re: Beta 11 Suggestions

    A rule to prevent Link walking down 2 squares when entering a dungeon without having to place the squares on the bottom.

  3. #53
    Octorok
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    Re: Beta 11 Suggestions

    -Step Off > Next.

    k?

    You step on it, then after you got off, it'll go to the next combo in the list.
    Useful for... Block puzzles like in OoT. Or floor tile puzzles.
    Link's Birthday DX
    Info+Download All gaming magazines give it a 10/10! (Yeah right.)
    Use beta 1.92 183 or beta 2.11 8+ only if you prefer not to continue in solid matter.

    Pure Tileset Update Extreme
    Download - You'll like it!

    Quest for Light Demo
    Download

  4. #54
    Keese
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    Re: Beta 11 Suggestions

    how about a "Save Time Warp Sec" Screen Flag. Whe you leave a screen with a warp timer, the time left on the screen stays and continues when you return. But it'll restart when it ends and you go back to the screen. This can make the day/night effect heavily easier to do. OR, a "Share Time Warp with screen/s XX" Flag.
    [Eats a pretzel]

  5. #55
    Keese
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    Re: Beta 11 Suggestions

    Also, a Link sprite speed changer thing would be helpful. The Lttp animation is a bit too fast...
    [Eats a pretzel]

  6. #56
    Gibdo firefly's Avatar
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    Re: Beta 11 Suggestions

    Secret flags that only activate with Room state carry overs.

  7. #57
    Lynel
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    Re: Beta 11 Suggestions

    Quote Originally Posted by firefly
    Secret flags that only activate with Room state carry overs.
    Can't you already do this by simply having secret flags in a room with no secret triggers, and then using a RSC with another room which contains the trigger to set secrets off in both rooms?

    Edit: Oh, and I just remembered another suggestion that should be added here. How about a quest rule to disable Whistle Warps? Currently, the only way to not have them in quests (as far as I know at least) is to not use Overworld dmap types. Pikaguy's the one who suggested this by the way, I'm just a messenger.

  8. #58
    Ultimate Prankster Lucario QDB Manager
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    Nimono's Avatar
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    Re: Beta 11 Suggestions

    Quote Originally Posted by Rakki
    Edit: Oh, and I just remembered another suggestion that should be added here. How about a quest rule to disable Whistle Warps? Currently, the only way to not have them in quests (as far as I know at least) is to not use Overworld dmap types. Pikaguy's the one who suggested this by the way, I'm just a messenger.
    A messenger? No way! If I wanted it here, I would've done it myself, by the way.

  9. #59
    Keese
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    Re: Beta 11 Suggestions

    What about if "Bait" was changed into seperate misc. items, and you could set how many there could be of that item, and when you set up a guy room, the bait selection could have like, "XXX of This Item Required to Pass". that'd be cool.
    [Eats a pretzel]

  10. #60
    Stegosaurus WindStrike's Avatar
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    Re: Beta 11 Suggestions

    I think these might've been posted before (as in months), but they seem pretty easy to add.

    Quest Rules:
    - % chance to drop rupees - Makes it so when an enemy is killed or grass/bush/flowers are cut, this is the % chance a rupee will be dropped.
    - % chance to drop hearts - " "
    - % chance to drop bombs - " "
    - % chance to drop arrow ammuntion - " "
    - % chance to drop small magic jar - " "
    - % chance to drop large magic jar - " "

    Item Properties:
    - Max # of Arrows on screen set to _. - This would be extremely nice for things for like Metroid Quests.
    - Max # of Sword Beams on screen set to _. - " "

    Screen Data:
    - Items cannot be dropped by enemies. - That would be great for an arena or something like that.

    NOTE: " " stands for anything within it follows the text in the above line.

    One more thing: More compatibility in swapping between questmaker and questplayer. Like, in the Etc. menu, there could be Play Zelda Classic. It would open Zelda Classic from there. Even then, there would have to be something to tone down the lag for having 2 programs run at once.
    Creator of ZURPG, a Zelda game that's influenced by D&D and JRPGs to bring together a unique gameplay system combined with roleplaying.


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