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Beta 11 Suggestions

156 replies · 33,838 views · Started 23 March 2006

WindStrike wrote: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.


I like that, but I don't understand the Item Properties ideas. You only said what they were useful for. What do you put in the blanks at what's it for?

Imagine the number of hookshot chains on the screen at once. Something similar to that. Like, you could have rapid fire sword beams, arrows, wand shots, red candle shots, etc if you had more than one per screen like that. So you'd put in anything greater than 1 in that box, and you can have that number of shots onscreen at the same time, rather than only one.

A new tile set-up side panel could be cool, and this could be how it works: There could be Base Tiles, and Solid Tiles. Instead of having to select the tiles from the blanks spaces, the tiles automatically appear from the Graphics/Tiles Pages, and you can bunch up certain tiles to make one big item, EX: Combine House Tiles to make a Complete House Tile. Then you could set a tile as base tile, that way, you could set the Solid Tile over it without the base tiles getting overwritten. Then, another cool thing would be a "256 Color Transparent Layers" Rule, so that the layers that are transparent take the darker/lighter shade of the color they're over from a 256 pallete, that way, colors don't get all discolored.😃

I'm done now...:tongue:

Can't ya just use combo aliasing? Well, I might not have read correctly, but if it's going off of what combo aliasing is, I guess it's just adding. I dunno.

Okay, here's something I desparately want. First off, I'd like to be able to trigger Room State Carryovers through temporary triggers, as in, through push blocks, block triggers, Temp/Perm Triggers (the combo that you step on), etc. RSCs should also be able to be triggered from tiered secrets, as they are unable to be triggered that way currently. Try to set up an RSC using two switches in two rooms that can only be activated AFTER a carryover. You'll see it only works once. =/

Another suggestion: Allow Treasure Chest combos to use the Armos->Item flag inherently. Currently, it has to be placed on the screen layer, apparently.

Here's something I really wanna see: Water Combo works on layer(s) 1 and/or 2. Pretty much, I'd just want transparent water that you can actually swim in, not just for sightseeing.

You can do this. Put the water on the working layer and the bottom of the water on the 1 and 2 layers as transparent.

It works. I'm using this technique in my newest creation. It looks really good too! 😊

we should have a menu for misc items:
so when you go to quest->Misc. Data, there will be a misc items menu where you can pick the misc item, (0-255) assign sprites, and set options
- trigger room state carryover
- display in subscreen [ ] Perm
- Always dropped by [>][ENEMY] [ ] Once only
- Keep track of this item

*Note* If "keep track of this item" isn't checked, then the item is displayed until another item without the rule checked is collected. (this would be great for sidequests)

Also on the subscreen, there should be multiple screens, and you can flip through them with ''L'' and "R"
- One for items/ equipment
- One for progress/ maps
- One for (possibly) misc items

you should also be able to have a full sword slash (like in Z3) where it goes halfway around link.

beefster09 wrote:we should have a menu for misc items:
so when you go to quest->Misc. Data, there will be a misc items menu where you can pick the misc item, (0-255) assign sprites, and set options
- trigger room state carryover
- display in subscreen [ ] Perm
- Always dropped by [>][ENEMY] [ ] Once only
- Keep track of this item

*Note* If "keep track of this item" isn't checked, then the item is displayed until another item without the rule checked is collected. (this would be great for sidequests)


Hey, this would be great for making quests with multiple characters! If more Misc. Items were made, you could have a quest where you can start out as whichever character you choose (the Extended Link Tile Mod. rule in 2.11 helps, too, y'know), and the story/dungeons could change depending on which character you choose!

I'd like to see the combo list re-ordered by what the combos do. like, warps all grouped into one, then water-related combos, then strike-ables (hammer, slash, bush, ect), then damage, and on and on and on. get what I mean?

[edit] also, an indicator over warp combos that displays what warp it is (A, B, C, D or R). like, a box with the letter in the upper-right corner

*b* wrote:I'd like to see the combo list re-ordered by what the combos do. like, warps all grouped into one, then water-related combos, then strike-ables (hammer, slash, bush, ect), then damage, and on and on and on. get what I mean?

If this is to be added, then it should be an option, because I think more people find it easier to find combo types alphabetically. I certainly do.

*b* wrote:[edit] also, an indicator over warp combos that displays what warp it is (A, B, C, D or R). like, a box with the letter in the upper-right corner

Agreed. 😃

If this is to be added, then it should be an option, because I think more people find it easier to find combo types alphabetically. I certainly do.
G'haa! I sure don't. o.o I'm one of those people who tends to favor hotkeys above all else, ... or to find things based on past experience and ease. For example, it used to be that when I wanted something to be a pit warp, (Not a Direct Warp. That's in the future. It used to be called pit warp.) so I'd click in the combo area, press "p" then hit enter, and wouldn't have to think about anything. Now, I need to do a lot more scrolling. I also kinda wish both pulldowns (Combo Type and Inherent Flags) would be placed closer to the top of the combo list, so we could have a longer view of all the combos. Just a thought.

Lol, I remember it used to be called Pit Warp, ST. I may have just joined the forums about a year ago, but I've been with ZC a lot longer than that. 😉 And in reguards to pressing a letter then enter, without thinking about it, maybe pressing it multiple times to scroll through the different types of things would help? Then you could memorize something like, "I have to press (something) (blank) number of times to get to (whatever)." That's the only way I can see speeding it up with the number of combos, flags, items, enemies, etc. that we have now. ^_^;

And I also have another suggestion to add here, while I'm at it. Could we finally have the regular old Hookshot implemented? The current Hookshot, which stretches across the entire screen, could be renamed the Longshot, so that older quests would still be compatible (incase any of those older quests requre the hookshot to stretch across the whole screen to get you from point A to point B), and then the limited-reach Hookshot could be added. This would totally make my day, since I'm planning on having both regular Hookshot and Longshot-only lengths of pits that you have to pull yourself across in one of my future quests.

I like the combo menu of before 2.11. If I want a Trigger combo, all I have to do is press "T" and scroll down, or press "W" and look up. In 2.11, you have to press a key, AND click on the combo you wanted. Before, if you wanted "Water", all you had to do was click in the combo area and press "W".

How about faster ripping? Yes, you can do the SHIFT method when ripping from an image but can we also try to have it the same when bringing tiles to the combo selection? Somehow....

mass-copying screens. like when you grab multiple tiles from an image, you hold Shift, then click and drag over how many screens you want to copy. hit C, then hit V again to paste them according to where the first screen in the block is pasted to

Third, only with the option to not only have a Shift+Click yield a rectangular selection scheme, but a Ctrl+Click to toggle individual screens' being part of the selection scheme or not. Would be so useful. ^_^

Hell, same thing with ripping.

It would need to be like BH4 said though, so you could copy only selected screens, like one half of the map to the other half, like dungeons.

How about a map where it creates a highlighted color over the area that you want to copy. Sort of like when you select multipple items in windows by holding ctrl and clicking the file.
You could do the same for the map. May be a little tough to implement though.

An "Auto Secret" combo, like Auto warp, but it activates the secret on the screen when this appears.
It may seem useless, but there are more uses for this than you could think of.

Another thing that would be nice is to be able to turn a layer off and on through secrets, since we have a limited supply of misc secret combos.

Still would like to see a few screen specific secret sounds added to the sfx.dat to be activated both when entering and when triggering secrets.
(like ocean sound, or to be triggered for use with doors etc)

Freedom wrote:Still would like to see a few screen specific secret sounds added to the sfx.dat to be activated both when entering and when triggering secrets.
(like ocean sound, or to be triggered for use with doors etc)

I'd say the screen specific sounds should be something you can choose from the sfx.dat file, rather than a few new slots in the sfx file. That way, we could use as many different sounds as we wanted, rather than just a few that are already loaded into slot 1, 2, 3 and 4 or something like that.

Edit: Here's another idea. How about a "Block Magic" combo, so that it's possible to set "Burn 3" flags in the middle of a room? :sweat: I know there's the "Magic Sponge" combo right now, but all it does is ABSORBS the magic, rather than stopping it and causing the fire (from the magic book) to ignite. And the "Block All" combo is simply a combination of the other "Block" combos with the "Magic Sponge" combo, so, it doesn't work either.

How about having access to edit a certain enemies weapons sprite? I know there's the sprites but how about for example, "Lynel red weapon." "Lynel blue weapon."?

There's also a possiblity for upgraded verisons of the wand, a more powerful verison that is. When might one see the light of a "heavy hammer." A hammer with the power of the master sword.

Of course these were probably mentioned earlier but very possible since Jman has experience with gamemaking and hacking.

[size=-2]My second post on all of AGN. Go me. Let's just go right to the point, though. -Espilan[/size]

1) Non-permanent items using Link Tile Mods
I did a bit of checking (in 2.11 b10b) and found that items with no permanent effect (such as Rupees, Misc #, Selection, etc) do not apply Link Tile Modifiers, even if a value is given and they are enabled using the Quest Rule. If you allowed these items to use mods, then it would be possible to create quests where you change in appearance (or even change to a different character altogether) while maintaining the exact same items (and not suddenly getting something new to use without any explanation).

2) Stacking same-item Link Tile Mods
Basically, this one is where the game ignores whether Link already has [item] or not. Let's say Link picks up [example item 1] to change his appearance, then he picks up [example item 2] which returns it to normal. Later, he picks up another [example item 1], which once again changes his appearance. Another use might be for Link's appearance gradually changing as he keeps finding [example item 3].

I suggest it be a Quest Rule or on a per-item basis, as if it were automatic all the time, even the slightest slip-up (such as accidentally picking up a second Magic Shield before a Like-Like ate the first one) can screw Link's appearance up.

3) Ability to select tracker file 'start' position.
In some cases, tracker files may contain multiple 'songs' which are split into groups of patterns that have their own individual loops. If questmakers came across such tracker files, this would reduce the number of files needed to cover all of the music they needed to use.

I don't know if anyone has gotten this yet, but ... Um, this isn't so much a "suggestion" as a Big Reminder.

With the new Multiwarps in place, preview mode will need to accomodate all four tile warps, as well as all four side warps.

Oh, and while we're on the subject of preview mode, I think it'd be nice if we had a "real time autowarp" sort of feature, which will send us on a guided tour of the real-time effects of a sequence of events driven by timed tic warps.

Suppose you had six or so screens, one referring to the next, (A --> B, B --> C, ...etc... E --> F.) and each has a timed tic warp. You could press Shift+T on screen A and it'd count down, and when the timer empties, it'd warp to the next screen, and begin the countdown there too, and would automatically warp to the next screen.

I think a feature would follow the autowarp combo in a similar fashion. Probably should. I think the timed tic warp and autowarp combo test methods should be seperate though. Could get very complex, considering secrets and whatnot.

z3 scrolling doesnt seem possible due to no one knows how to compensate for looking at blank screens.... so i suggest 2 way continuos scrolling.... either left and right or up and down.... and you can change it with a screen seting which affects the value..... meaning walking from x to y is all l - r scrolling and once you reach y it changes to u - d scrolling thus if you walk back you would encounter standard segmented scrolling. (x is set to l - r scrolling... while y is set to u - d scrolling)

you can change the value whenever you want during a quest... what do ya think? (i am aware that both 4-way scrolling and 8-way scrolling wont work due to seeing invalid screens which is why i suggested a method of 2 way scrolling)

borders are placed by the author to prevent the screen from scrolling off onto blank areas.

I've got a few suggestions:

1) Whole new layering system
The layers dialog is replaced with a menu with a few items:

Switch to layer>(1-6)
---------------------
Make layer tanslucent>(1-6)

example you make a dungeon room switch to layer 1 to add the trim along the walls switch to layer 3 to add the tops of statues and other things

If you actually understand what I mean, This would make layering extremly more easier and you wouldn't need 3-4 map pages for one dungeon (like the one Im making now, takes forever to load because of the amount of maps I use)

2)The ability to select tiles, and import them directly as combos

then you just edit their properties as you use them. useful for custom graphics within a single quest and makes it easier then to single load one at a time.

3)Screen flag> title screen
sets no link automaticly and displays press a button or something and if set continus to story screen after a set amount of time.

4)set walk speed
could be for the whole screen or how fast you walk over a certain flag

5)edit sfx
for single quests: overides sounds to use if you need them for this quest

6)zelda 3 subscreen editor

I'm sure this is already being made or has been sggested but:
a dialog to change the subscreen icons and frames

allright thats all for now.

AHHH! I know I mentioned it before, but there really needs to be a way to make it so it doesn't overwrite the BG Map. I have a neat little system on my new game, however, the effect is basically ruined when you go into the room and then the path erases it. This needs to be added to Beta 11, because I am going insane...