Yeah, a different distance bsed on level, and if you add in activated Link Tile Modifiers, you could merge the hover boots into the Roc's class, as well as fulfill my request for a shorter jump by making the current one level 3 or so.
One of the implications of the current setup is that any time any other developer can release a public build of the current revision, and it'd be unnecessarily mean to release it without the appropriate ZQuest editing functions completed.
UIs are one of those things that take time for me!
You know what? I've just realised that you (that is, several people) are right - tying the item's Family Level to both item succession and weapon power is unnecessary overloading and constricting.
So, it is time for the following rewrite: the levels are now unchanged (swords are still 1,2,3,4, and still trigger appropriate combo flags), but a new variable, Power, is used for damage and jump height and such (for which the swords are 1,2,4,8).
Heh, well that's just what's happening to ZC. The pig is going to explode any minute now.
_L_ is on a crazy mode again...
There's tons of new stuff added and changes made to ZC since b254, it would be nice to get a new build ASAP to see how damn buggy the newest build is and is all compatibility ruined with b254...
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"GET a stable version, THEN add more with the builds, DON'T just keep adding bloat to something that doesn't work already.
Has common sense just left the building, or what?" -Freedom
_L_:
Ok then, That will probably work better anyway since the item level is intended for the properties of the item, right? (eg. the white sword triggers white sword flags and wooden sword flags)
Petoe:
You're right. _L_ is getting carried away. Improving the item editor isn't on his to-do list... Unless another dev had L work on it for him or L considers it a bugfix.
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The only REAL danger with all these misc. attribute numbers is ZC/ZQuest crashing with someone using absurdly high numerical values.
In other words, a character limit will have to be set for ALL the text boxes these editable values will need - I take it _L_'s already considered/done this.
Yeah, all these features seem to be a low bug risk. I mean, they basicly reorganize stuff that was already in the code, instead of new stuff that isn't understood and buggy.
Good point.
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