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Thread: A list of simple little suggestions...

  1. #1
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    A list of simple little suggestions...

    Here are some suggestions as to various things that are probably easy to implement & easy to use:

    1) Screen Flag: Manual Warps or Must Press A Before Warping...this makes it so warps must be initiated via the press of the A button. This would apply to senstive warps, stairs, and direct warps (all of which require Link to stand on the combo & press A) and also Autowarps. However, it would not apply to side warps or cave combos. This allows you to have readable signs where the player approaches it, has to press A, and then warps to an identical screen with the string on it.

    2) A screen flag or perhaps even a quest rule that makes it so all tiers of secrets are perminent where appropriate, such as as in cave & overworld dmaps, where now only the first tier is perminent, rather than all tiers.

    3) A "room reset (auto)" combo, where the room will reset when this is on screen, so link doesn't have to be standing on top of it...will have its reasons for be available, trust me.

    4) A screen flag that saves the position of freeform combos so that when you leave and come back to that screen, the freeform combo will be wherever it was when you left, instead of resetting its position.

    5) A quest rule that makes freeform combos to be unwalkable, if the combo itself is in fact unwalkable.

    6) A screen flag that makes it so the item you set falls from the top of the screen and lands wherever you place it via the rupee icon.

    7) Somewhere, have a setting that allows you to determine the sound fx file that your quest uses. By default, it would always be sfx.dat but you can change it to a different name, this way you could have multiple quests, each with their own sound effects.

    8) A quest rule that makes it so only equipment and weapons that are currently selected apply to link tile mods. This way, you could have shields always apply to Link tile mods; however, items like the bow/arrow only apply to Link's Tile Mods when they are actually set to be the current B item. This way, you could show link with a quiver on his back when the bow/arrow are set but when the bomb is set, you could show a bomb bag, instead of always having both apply.
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  2. #2
    Wizrobe erm2003's Avatar
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    Re: A list of simple little suggestions...

    Quote Originally Posted by idontknow
    7) Somewhere, have a setting that allows you to determine the sound fx file that your quest uses. By default, it would always be sfx.dat but you can change it to a different name, this way you could have multiple quests, each with their own sound effects.
    This would be helpful to somehow adjust sound effects directly through ZQuest and have them be quest sensitive. It would make 2.11 quests very customizable, but would it also create issues with older quests? I still love it though. :)

  3. #3
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    Re: A list of simple little suggestions...

    Quote Originally Posted by idontknow
    1) Screen Flag: Manual Warps or Must Press A Before Warping...this makes it so warps must be initiated via the press of the A button. This would apply to senstive warps, stairs, and direct warps (all of which require Link to stand on the combo & press A) and also Autowarps. However, it would not apply to side warps or cave combos. This allows you to have readable signs where the player approaches it, has to press A, and then warps to an identical screen with the string on it.
    I really like this one. It would make cutsceens and intros hastle free. Press "A" to move to the next part of the intro, or what ever. In fact, I would love to see this.
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