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Thread: Tentative New Combo Flags and Types

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    The Timelord
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    Tentative New Combo Flags and Types

    The following is a list of [I]tentative[I] combo flags and types that I have added to 2.54. I would like to see some discussion on these, whether they are good or bad, and what I may have missed, that we should add.

    Tentative Flags

    Spoiler: show


    " 0 (None)",
    " 1 Push Block (Vertical, Trigger)",
    " 2 Push Block (4-Way, Trigger)",
    " 3 Whistle Trigger",
    " 4 Burn Trigger (Any)",
    " 5 Arrow Trigger (Any)",
    " 6 Bomb Trigger (Any)",
    " 7 Fairy Ring (Life)",
    " 8 Raft Path",
    " 9 Armos -> Secret",
    " 10 Armos/Chest -> Item",
    " 11 Bomb (Super)",
    " 12 Raft Branch",
    " 13 Dive -> Item",
    " 14 Lens Marker",
    " 15 Zelda (Win Game)",
    " 16 Secret Tile 0",
    " 17 Secret Tile 1",
    " 18 Secret Tile 2",
    " 19 Secret Tile 3",
    " 20 Secret Tile 4",
    " 21 Secret Tile 5",
    " 22 Secret Tile 6",
    " 23 Secret Tile 7",
    " 24 Secret Tile 8",
    " 25 Secret Tile 9",
    " 26 Secret Tile 10",
    " 27 Secret Tile 11",
    " 28 Secret Tile 12",
    " 29 Secret Tile 13",
    " 30 Secret Tile 14",
    " 31 Secret Tile 15",
    " 32 Trap (Horizontal, Line of Sight)",
    " 33 Trap (Vertical, Line of Sight)",
    " 34 Trap (4-Way, Line of Sight)",
    " 35 Trap (Horizontal, Constant)",
    " 36 Trap (Vertical, Constant)",
    " 37 Enemy 0",
    " 38 Enemy 1",
    " 39 Enemy 2",
    " 40 Enemy 3",
    " 41 Enemy 4",
    " 42 Enemy 5",
    " 43 Enemy 6",
    " 44 Enemy 7",
    " 45 Enemy 8",
    " 46 Enemy 9",
    " 47 Push Block (Horiz, Once, Trigger)",
    " 48 Push Block (Up, Once, Trigger)",
    " 49 Push Block (Down, Once, Trigger)",
    " 50 Push Block (Left, Once, Trigger)",
    " 51 Push Block (Right, Once, Trigger)",
    " 52 Push Block (Vert, Once)",
    " 53 Push Block (Horizontal, Once)",
    " 54 Push Block (4-Way, Once)",
    " 55 Push Block (Up, Once)",
    " 56 Push Block (Down, Once)",
    " 57 Push Block (Left, Once)",
    " 58 Push Block (Right, Once)",
    " 59 Push Block (Vertical, Many)",
    " 60 Push Block (Horizontal, Many)",
    " 61 Push Block (4-Way, Many)",
    " 62 Push Block (Up, Many)",
    " 63 Push Block (Down, Many)",
    " 64 Push Block (Left, Many)",
    " 65 Push Block (Right, Many)",
    " 66 Block Trigger",
    " 67 No Push Blocks",
    " 68 Boomerang Trigger (Any)",
    " 69 Boomerang Trigger (Magic +)",
    " 70 Boomerang Trigger (Fire)",
    " 71 Arrow Trigger (Silver +)",
    " 72 Arrow Trigger (Golden)",
    " 73 Burn Trigger (Red Candle +)",
    " 74 Burn Trigger (Wand Fire)",
    " 75 Burn Trigger (Din's Fire)",
    " 76 Magic Trigger (Wand)",
    " 77 Magic Trigger (Reflected)",
    " 78 Fireball Trigger (Reflected)",
    " 79 Sword Trigger (Any)",
    " 80 Sword Trigger (White +)",
    " 81 Sword Trigger (Magic +)",
    " 82 Sword Trigger (Master)",
    " 83 Sword Beam Trigger (Any)",
    " 84 Sword Beam Trigger (White +)",
    " 85 Sword Beam Trigger (Magic +)",
    " 86 Sword Beam Trigger (Master)",
    " 87 Hookshot Trigger",
    " 88 Wand Trigger",
    " 89 Hammer Trigger",
    " 90 Strike Trigger",
    " 91 Block Hole (Block -> Next)",
    " 92 Fairy Ring (Magic)",
    " 93 Fairy Ring (All)",
    " 94 Trigger -> Self Only",
    " 95 Trigger -> Self, Secret Tiles",
    " 96 No Enemies",
    " 97 No Ground Enemies",
    " 98 General Purpose 1 (Scripts)",
    " 99 General Purpose 2 (Scripts)",
    "100 General Purpose 3 (Scripts)",
    "101 General Purpose 4 (Scripts)",
    "102 General Purpose 5 (Scripts)",
    "103 Raft Bounce",
    "104 Pushed",
    "105 General Purpose 6 (Scripts)",
    "107 General Purpose 7 (Scripts)",
    "108 General Purpose 8 (Scripts)",
    "109 General Purpose 9 (Scripts)",
    "110 General Purpose 10 (Scripts)",
    "111 General Purpose 11 (Scripts)",
    "112 General Purpose 12 (Scripts)",
    "113 General Purpose 13 (Scripts)",
    "114 General Purpose 14 (Scripts)",
    "115 General Purpose 15 (Scripts)",
    "116 General Purpose 16 (Scripts)",
    "117 General Purpose 17 (Scripts)",
    "118 General Purpose 18 (Scripts)",
    "119 General Purpose 19 (Scripts)",
    "120 General Purpose 20 (Scripts)",
    "121 Pit or Hole (Scripted)",
    "122 Pit or Hole, Fall Down Floor (Scripted)",
    "123 Fire or Lava (Scripted)",
    "124 Ice (Scripted)",
    "125 Ice, Damaging (Scripted)",
    "126 Damage-1 (Scripted)",
    "127 Damage-2 (Scripted)",
    "128 Damage-4 (Scripted)",
    "129 Damage-8 (Scripted)",
    "130 Damage-16 (Scripted)",
    "131 Damage-32 (Scripted)",
    "132 Freeze Screen (Unimplemented)",
    "133 Freeze Screen, Except FFCs (Unimplemented)",
    "134 Freeze FFCs Only (Unimplemented)",
    "135 Trigger LW_SCRIPT1 (Unimplemented)",
    "136 Trigger LW_SCRIPT2 (Unimplemented)",
    "137 Trigger LW_SCRIPT3 (Unimplemented)",
    "138 Trigger LW_SCRIPT4 (Unimplemented)",
    "139 Trigger LW_SCRIPT5 (Unimplemented)",
    "140 Trigger LW_SCRIPT6 (Unimplemented)",
    "141 Trigger LW_SCRIPT7 (Unimplemented)",
    "142 Trigger LW_SCRIPT8 (Unimplemented)",
    "143 Trigger LW_SCRIPT9 (Unimplemented)",
    "144 Trigger LW_SCRIPT10 (Unimplemented)",
    "145 Dig Spot (Scripted)",
    "146 Dig Spot, Next (Scripted)",
    "147 Dig Spot, Special Item (Scripted)",
    "148 Pot, Slashable (Scripted)",
    "149 Pot, Liftable (Scripted)",
    "150 Pot, Slash or Lift (Scripted)",
    "151 Rock, Lift Normal (Scripted)",
    "152 Rock, Lift Heavy (Scripted)",
    "153 Dropset Item (Scripted)",
    "154 Special Item (Scripted)",
    "155 Drop Key (Scripted)",
    "156 Drop level-Specific Key (Scripted)",
    "157 Drop Compass (Scripted)",
    "158 Drop Map (Scripted)",
    "159 Drop Map (Scripted)",
    "160 Spawn NPC (Scripted)",
    "161 SwitchHook Spot (Scripted)",
    "162 mf162","163 mf163","164 mf164","165 mf165","166 mf166","167 mf167","168 mf168","169 mf169",
    "170 mf170","171 mf171","172 mf172","173 mf173","174 mf174","175 mf175","176 mf176","177 mf177","178 mf178","179 mf179",
    "180 mf180","181 mf181","182 mf182","183 mf183","184 mf184","185 mf185","186 mf186","187 mf187","188 mf188","189 mf189",
    "190 mf190","191 mf191","192 mf192","193 mf193","194 mf194","195 mf195","196 mf196","197 mf197","198 mf198","199 mf199",
    "200 mf200","201 mf201","202 mf202","203 mf203","204 mf204","205 mf205","206 mf206","207 mf207","208 mf208","209 mf209",
    "210 mf210","211 mf211","212 mf212","213 mf213","214 mf214","215 mf215","216 mf216","217 mf217","218 mf218","219 mf219",
    "220 mf220","221 mf221","222 mf222","223 mf223","224 mf224","225 mf225","226 mf226","227 mf227","228 mf228","229 mf229",
    "230 mf230","231 mf231","232 mf232","233 mf233","234 mf234","235 mf235","236 mf236","237 mf237","238 mf238","239 mf239",
    "240 mf240","241 mf241","242 mf242","243 mf243","244 mf244","245 mf245","246 mf246","247 mf247","248 mf248","249 mf249",
    "250 mf250","251 mf251","252 mf252","253 mf253","254 mf254",
    "255 Extended (Extended Flag Editor)"





    Tentative Types

    Spoiler: show

    //More script types.
    "Script 6",
    "Script 7"
    "Script 8"
    "Script 9"
    "Script 10"
    "Script 11"
    "Script 12"
    "Script 13"
    "Script 14"
    "Script 15"
    "Script 16"
    "Script 17"
    "Script 18"
    "Script 19"
    "Script 20",

    "Pit, Fall, Damage",
    //These will use a damage field for their damage value, rather than one type per damage value.
    "Pit, Fall, DMap"
    //Likewise, these will use the same field for the DMap, and another for a screen (default -1).
    //They will animate falling as in Z3 and set a sprite change
    //Link's coordinates are preserved
    "Pit, Fall, DMap, Warp A"
    "Pit, Fall, DMap, Warp B"
    "Pit, Fall, DMap, Warp C"
    "Pit, Fall, DMa, Warp D"
    //Likewise, these will use the same field for the DMap, and another for a screen (default -1).
    //They will animate falling as in Z3 and set a sprite change
    //Link is spawned at the warp return square of the warp type designated.

    "Water, Shallow, Damage",
    "Water, Deep, Damage",
    //A water combo with a field for specific damage. Deep water ignores flippers and may require a ship item.
    "Ice",
    "Chest (Item)",
    "Locked Chest (Item)",
    "Bosslock Chest Item)",
    //These are to use a combo editor field for a custom item, else a new 'screen items' value for up to 16 chests?

    "Touch->Message",
    "Touch->Message (Repeat)"
    //Colliding with these will display a string, once per screen, or once per contact
    "Touch->Message (Repeat)"
    "Breakaway floor, fall, damage"
    //Timed combo that turns into a pit damage) based on a timer
    "Breakaway floor, fall, No Damage",
    //Acts as Fall, DMap, preserving coordinates to a dmap and screen
    "Breakaway floor, fall, No Damage, Warp A",
    "Breakaway floor, fall, No Damage, Warp B",
    "Breakaway floor, fall, No Damage, Warp C",
    "Breakaway floor, fall, No Damage, Warp D",
    //acts as Fall, DMap, using Warp Return Square

    "Lava or Fire, Damage"
    //Generates a Link on fire sprite and hurts Link based on a damage field.
    "Cliff Ledge"



    The flags are already partially implemented, and the user can set them and utilise them via scripts. I would prefer to make many of these work without scripts, at some point, but that may be better suited to combo types.

    The new types are commented out in the source and are based on suer suggestions.

  2. #2
    Keese Avataro's Avatar
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    What would the "104 Pushed" flag mean?

    "Breakaway floor, fall, damage"
    //Timed combo that turns into a pit damage) based on a timer

    This could be done with combo cycling.
    Beware the power of GANON! Hahaha

  3. #3
    Is this the end?
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    Quote Originally Posted by Avataro View Post
    What would the "104 Pushed" flag mean?
    That one already exists, but you can't set it yourself. When a single-push block is pushed, flag 104 is set so the game knows it can't be pushed anymore.

  4. #4
    The Timelord
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    Quote Originally Posted by Avataro View Post
    What would the "104 Pushed" flag mean?

    "Breakaway floor, fall, damage"
    //Timed combo that turns into a pit damage) based on a timer

    This could be done with combo cycling.
    I know. This wasn't my idea. One specific user requested this type of thing, with a timer variable. If you can the list, you might find some other things that fall under similar context, and likely do not need to exist. I have no idea why combo cycling is insufficient, and that one is unlikely to materialise. It might make sense for an eventual flag/type editor.

    Clearly, if I work on this, I will give priority to the types and flags that most benefit the programme, and not to the most esoteric things that you can already easily accomplish.

    I am more interested in knowing if users would want script-specific flags, as once a flag is in there, removing it is not a viable option, and I hesitate to add anything that specific unless we decide that we are never doing something internally. At present, those scripted effect flags could be reserved for internal effects of the same type.

    There are also instances here, where we have ( type | flag ) crossover. e.g., Do we make lift objects both flags, and types?

  5. #5
    Keese Avataro's Avatar
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    Can't say I like all these "Scripted" flags that'd require specific scripts. How about using the general purpose script flags for this and let us rename them in ZQuest? Or not. It's fine without renaming them too.
    Beware the power of GANON! Hahaha

  6. #6
    Here lies mero. Died by his own dumbassitude.
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    i'm with avataro on this one...
    If your gonna have to go that far might as rewrite the hole thing using CSON or JSON

  7. #7
    The Timelord
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    Quote Originally Posted by Avataro View Post
    Can't say I like all these "Scripted" flags that'd require specific scripts. How about using the general purpose script flags for this and let us rename them in ZQuest? Or not. It's fine without renaming them too.
    This is certainly something I have considered. I have mused on several occasions on adding a flag editor, of some sort; with the eventual goal to allow the user to set up their own trigger definitions, and results, from lists of events.

    The reason that popped some specific script flags in there, is because they are very common, and because I still plan to have scripted quest templates for ZC, with pre-configured datapacks, and I wanted to make it way for a user to set up maps. Allowing renaming them does seem reasonable, but it will require some moderate extra work.

    Quote Originally Posted by Tamamo View Post
    i'm with avataro on this one...
    If your gonna have to go that far might as rewrite the hole thing using CSON or JSON

    I don't see an advantage of adding dependence on JSON (or CSON), when a struct for flagdata will suffice. Given my hopes for a future flag editor, we're going to need that anyway. I can likely make jwin pull char from a struct, instead of using the present strings, and that does not on initial consideration), seem to be all that hard to accomplish. I am also not overly fond of JS based stuff in general. IMO, it tends to add more overhead than needed.

    What would be more interesting, is to allow flags to run their own script events, by attaching a script to them, but that is a far future concept IMO.

    I'll work on an initial flagdata struct in the near future. I still need to work on making npcdata available to ZASM, too, and I am working on the structs at present, so this might be a good time to lay out some plans to allow adding this in the future without mandatory changes in the data format.

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