The Stomp Boots' logic is very simple: if you collide with an enemy, and your Z is greater than the enemy's Z (plus height), then the enemy takes damage instead of you. Substitute Z with Y in sideview. There will be an enemy flag determining if an enemy is immune to this or not. Also, maybe Link will "bounce off" enemies that he jumps on.
I don't know why you think the Peril Ring and the Peril Scroll are the same thing.
P.S: The Stone of Agony only responds to the following combo flags: Whistle, Burn 1, Burn 2, Burn 3, Burn 4, Arrow 1, Arrow 2, Arrow 3, Bomb (Any), Bomb (Super), Boomerang 1, Boomerang 2, Boomerang 3, Magic 1, Magic 2, Fireball (Reflected), Sword 1, Sword 2, Sword 3, Sword 4, Sword Beam 1, Sword Beam 2, Sword Beam 3, Sword Beam 4, Hookshot, Wand, Hammer, Strike.
Does that mean that the stone of Agony works when you're next to flags? Because most boomerang/hookshot/arrow/etc. flags are put on solid objects.
Well, you can set the Stone of Agony's "sensitivity" by increasing its Power. It works the same as Damage Combo sensitivity does.
For size and simplicity's sake, I'm going to make it so that an item's ZQuest name is used as its Subscreen name. This means that you'll need to rename "Arrow 3 (Golden)" to "Golden Arrow" if you want it to be displayed as such in the subscreen.
Wasn't that its originally intended method?
... ... (This post makes me sound like an idiot. Oh well. I've had more than enough of that lately.)
Sounds pretty intuitive, especcialy now that we can change names and stuff. And just wondering, I know the stomp boots are in now, but do they actually do anything yet?
Does the Bow's power determine how fast you shoot arrows?🙄
I've found a solution with regards to the Shield item class. One that I really ought to have thought of before.
Power: Dunno.
Misc1: Which projectiles to block. Sum the following values to produce combinations:
1: Rock
2: Spear
4: Boomerang
8: Fireball
16: Sword Beam
32: Magic
64: Fire
128: Ice Magic
256: Fireball 2
Misc2: Which projectiles to reflect back. Uses Misc1's values as well.
Ah, of course! Why didn't I think of it before?
Arrows
Misc1: Lifespan (in frames, 0 = unlimited)
Limited-range arrows! Just as the Deku Seeds in FSA have limited range, so too shall the arrows. (And this provides extra functionality for the Bows, too. Faster arrows = extended range.)
Perhaps a way to make them accelerate or slow down as well? That way you could provide a visual cue that they've actually got limited range, rather than them simply vanishing in midair.
Somthing just occured to me. Will the stomp boots use the same graphics for the hammer pound?(Or any graphics at all for that metter) I mean, I'm not saying anything against that, I was just wondering.
ShadowTiger wrote:Perhaps a way to make them accelerate or slow down as well? That way you could provide a visual cue that they've actually got limited range, rather than them simply vanishing in midair.
Would you be able to implement:
Arrow has limited range-> arrow is shot-> arrow slows down-> the point where its speed is zero, an "arrow Ammunition (1)" item spawns where it stopped.
Something just occured to me. Should the different boots be(i.e have the option to be) equippable. I mean, right now we have regular boots, hover boots, and stomp boots. It doesn't make sense game wise. I mean, how can Link be wearing three pairs of boots at the same time.
(Oh, feature suggestion. If they are equippable, lets add in Pegasus boots. Would it be so hard to increase Link's speed(Honest question))
Pegasus Boots don't increase Link's walking speed - they give him a high speed dash attack with sword outstretched and a rumbling collision when he hits a wall.
But the Pegasus SEEDS do! Is his/our curiosity any less valid given his intentions? o_o
Before going gung-ho making rings, boots, etc. equippable, don't forget the player's perspective: it can get annoying already having to switch between hookshot, hammer, candle, etc. when navigating a puzzle-dense dungeon. Do we really want to force them to go to the subscreen to activate abilities they probably want on all of the time anyway?
*drools on the Pegasus Boots*
You mention that they have go to the subscreen more often. That just popped a suggestion to make the subscreen come down faster. lol.
But really, it is up the author as, it is his/her job to think about that. It is a part of gameplay and it is the responsabity to make it so item using isn't annoying.
Shoelace wrote:You mention that they have go to the subscreen more often. That just popped a suggestion to make the subscreen come down faster.
I'm on the case!
P.S: Not quite Double Clawshots, but Double Boomerangs will be possible by setting a Boomerang's misc2 to 2 - in case you ever get to a dungeon requiring you to hit two boomerang switches at exactly the same time for some extremely flimsy reason.
Serving suggestion: make it the L2 boomerang, and give the normal boomerang the "collect two to upgrade" flag?
P.P.S: Of course! I've got self-replenishing magic, but what about self-replenishing quivers, wallets and bomb bags?
P.P.P.S:
Amaster42 wrote:(Oh, feature suggestion. If they are equippable, lets add in Pegasus boots. Would it be so hard to increase Link's speed(Honest question))
Well, given the inability of any of the developers, so far, to eliminate the "diagonal slow walk" bug, I'll have to say: it's a bit tricky!
I can't remember a time when there *hasn't* been some unresolved movement bug, whether related to Z3 movement, Big Link, the raft, etc. So yes, the movement code is quite convoluted 😉
Well, seeing as this seems to be the general thread for the discussion of the new items and such, I thought I'd bring up something. I don't think it should be too hard to implement, (Or to reverse-implement, for that matter. o_o )
* Picking up any item of the Triforce Pieces class, including custom items, will now trigger the triforce cinematic.
For those items which would just be added to the triforce list, would it be possible to have a screen flag which would disable that cinematic effect, and just add it to the proper place in the subscreen or game data? (As appropriate.) There may be occasions in which the player wouldn't want to have a cinematic triggered, as well as a side warp.
I think _L_ mentioned something about the cinematic triggering if it's Misc 1 is a positive number. So basically, I assume the cinematic will not be triggered if it's Misc 1=0, and will go to the proper spot.
Would be nice to be able to verify that, is all. :shrug: I mean, before I make a fool/ass (Assfoolery.) of myself for asking.