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Thread: Cane of Byrna Bug ( in Randmizer)

  1. #1
    Wizrobe Nightmare's Avatar
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    Not A Bug Cane of Byrna Bug ( in Randmizer)

    I am LP'ing Matthew Bluefox's Randomizer, and apparently I can use other B Weapons while having a force field enabled, ouch. This can lead to some pretty broken situations.

    Probably needs to have a rule put in because this is probably in a few quests, but I thought I'd let you guys know.

    -James
    Last edited by Nightmare; 05-08-2017 at 05:13 AM.

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    This sounds like a script issue in Randomiser. It is not a bug in ZC, as far as I am aware. Is Matthew a member of here, to see this thread?

    Note: In stock (not scripted) ZC, the Cane of Byrna automatically deactivates when you change screens, and anything that changes this behaviour is a scritpted work-around. I do not recall if whn you shift to another item in the slot in which it was used, if it deactivates, but I do not believe this should ever be a problem.

    If this is not script related, please detail what types of issues you have encountered where this is a problem. I may be able to add a flag to modify the cane behaviour, but TBH, it is one of the things that I would like to rewrite in general, because of the drain rate. Those magic costs need a field for a multiplier/divisor of n frames.

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    Wizrobe Nightmare's Avatar
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    This is not Matthew's issue (if anything it's HoF's), I think the only thing Matthew can be charged with is making it not cost magic.

    Randomizer Matthew Bluefox (by request): http://www.youtube.com/playlist?list...DsxrCWugBWgJNm. (Particularly the later parts) This is where I used it in conjunction with other items to create a balance mess.

    -James

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    Quote Originally Posted by Nightmare View Post
    This is not Matthew's issue (if anything it's HoF's), I think the only thing Matthew can be charged with is making it not cost magic.

    Randomizer Matthew Bluefox (by request): http://www.youtube.com/playlist?list...DsxrCWugBWgJNm. (Particularly the later parts) This is where I used it in conjunction with other items to create a balance mess.

    -James
    At what point in these sixteen hours of footage do you have buggy events?

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    Wizrobe Nightmare's Avatar
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    I think it's very clear in it that the combination of the Cane of Byrna not cancelling out is horrifically broken, and in sixteen hours I have more than enough evidence.

    'nuff said.

    -James

    Facebook: http://www.facebook.com/nightmarejames YouTube: http://www.youtube.com/nightmarejames

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    The Time-Loop Continues ZC Developer
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    Quote Originally Posted by Nightmare View Post
    I think it's very clear in it that the combination of the Cane of Byrna not cancelling out is horrifically broken, and in sixteen hours I have more than enough evidence.

    'nuff said.

    -James
    @Nightmare , don't make me do the thing we do with noobs where we post a link to the ZC Bug Faq "Read this before posting" thread, and then mark it as not a bug.

    We could use a little more help here. Also, pirates.
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

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    Quote Originally Posted by Gleeok View Post
    @Nightmare , don't make me do the thing we do with noobs where we post a link to the ZC Bug Faq "Read this before posting" thread, and then mark it as not a bug.

    We could use a little more help here. Also, pirates.
    If you don't, I might. :p


    Quote Originally Posted by Nightmare View Post
    I think it's very clear in it that the combination of the Cane of Byrna not cancelling out is horrifically broken, and in sixteen hours I have more than enough evidence.
    Do you honestly think that we need to review all sixteen hours of your footage, instead of giving us some five or ten minute expositions of the item being broken? If you still have the quest and the save file, record some footage of the Cane of Byrna doing--whatever it is doing; and we will look at it.

    That, or give us some index position in ypur videos (e.g. video 6, @ 30:22) to look at, and we will do that. I can't sit down and watch yet another recording of Randomiser, much less sixteen hours of it, gluing me eyes to it, so that I catch any instance of whatever you think is broken happening. If you give me some idea of what video to view, or something, well, useful, I'll habve a look.

    'nuff said.

    -James

    I agree with this part, wholeheartedly.

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    Wizrobe Nightmare's Avatar
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    Apparently this IS street legal. As a professional game designer, this is extremely disturbing. I pulled out the LoZ ROM (PRG 0) just to make a recording on this, and apparently the only thing that the B Button cancels out on is Enemy Bait. I could've sworn that they cancelled each other out, or that's true only in later versions (like PRG 1 and stuff), but I don't have a save file to go testing that out at the moment or have time to do it this weekend, but according to PRG 0, it is very scarily street legal that you can overlap weapons.

    I withdraw my complaint then, since PRG 0 is the tournament standard. If something comes up on PRG 1 or some other version I'll post it.

    Sorry.

    -James
    Last edited by Nightmare; 05-12-2017 at 12:33 AM.

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    The Timelord
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    Quote Originally Posted by Nightmare View Post
    Apparently this IS street legal. As a professional game designer, this is extremely disturbing. I pulled out the LoZ ROM (PRG 0) just to make a recording on this, and apparently the only thing that the B Button cancels out on is Enemy Bait. I could've sworn that they cancelled each other out, or that's true only in later versions (like PRG 1 and stuff), but I don't have a save file to go testing that out at the moment or have time to do it this weekend, but according to PRG 0, it is very scarily street legal that you can overlap weapons.

    I withdraw my complaint then, since PRG 0 is the tournament standard. If something comes up on PRG 1 or some other version I'll post it.

    Sorry.

    -James
    Wait now... Did you think that lweapons would instantly die if you change the item in slot B; as I could have told you that was not the case, using only the boomerang. The lweapon objects do not require an item in a specific slot, or in fact, any slot, to persist.

    With the Cane of Byrna, this can be a problem, if you disable the cane from Inventory, while it remains active, however its status clears on screen transition, and only script vars triggered by using the item are susceptible to error. e.g. You make a custom magic drain timer, and the cane is removed while the timer is still running, so there is no say to run (bool) canetimer = !canetimer; for the item, to toggle it off.

    This would however, be true of any item used in conjunction with a global flag of that sort.

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