I tested the Peril Beam scroll and it doesn't seem to do anything.
Am I missing something? Or do I need to go and report a bug?
I tested the Peril Beam scroll and it doesn't seem to do anything.
Am I missing something? Or do I need to go and report a bug?
The peril beam lets you shoot sword beam when you are at one health. You should take a look at this list. It tells waht the new items do.
I know. But it didn't do that. I was at one health and I couldn't shoot a single beam. Then I changed it to 2 health and it didn't work then either. Then I changed it back to 1 and monkeyed with the Sword Beam settings TONS of times. No dice.
By the way, I'm smarter than you think. :P
Okay, then you should probably report it as a bug. And I wasn't meaning to call you dumb, it's just most of the problems that newcomers have with items come from their not knowing how to use the item.
Yeah, that's what I thought at first too; it was just me being ignorant... I tested the Peril RING, though, and it works just fine. There would have to be a connection if it was just me, and there isn't, so yeah it's probably a bug. I reported it already.
Also, I wouldn't think of myself as a n00b... I come from PureZC.com and have a good 400 posts there. 😉 Not easy to tell at first glance, though, so I'll give you credit for that. :P
Oh, and _L_? You never posted the stats for Whimsical Ring on the first post of this thread. I'm trying to experiment myself and it's not going well. @_@
Just came up with an Idea that could make a lot of items more versatile without the need to script. Under the "pick up" tab, why not have an option for the item to use itself as soon as Link picks it up? This would allow you to make items like Din's Fire and Nayru's Love random dropped items that give the player a one time bonus, (Like Fairy, Clock and Kill all Enemies) rather then items that Link can uses anytime he wants.
Or, alternately, a method of "using" an item via scripting. You could then attach this script to an item's pick-up script:
item script UseOnPickup {
void run() {
this->Use();
}
}_L_, remember when you implemented the Cane of Byrna?
* The Cane of Byrna's slash and stab sprites are now implemented.
* The Cane of Byrna now creates a beam lweapon that orbits Link, expends Link's magic or rupees, and damages any enemy that is vulnerable to wand magic.
* The Cane of Byrna itemclass now has the following editable features: Penetrates Enemies, Beam Speed Divisor, Orbit Radius, Number of Beams, Orbit Sound, Sparkle Sprite and Damaging Sparkle Sprite. Invincibility, however, remains unimplemented.
Well, since it's implemented now (except for invincibility), here's the properties for the Cane of Byrna that need to be added to that list:
Power: Beam Damage
Misc 1: Beam Speed Divisor
Flag 1: Penetrates Enemies
Misc 2: Orbit Radius
Misc 3: Number Of Beams
Weapon 3: Beam Sprite
Weapon 4: Sparkle Sprite
Weapon 5: Damaging Sparkle Sprite
Also, you need to add all the other properties that were added to certain item classes in more recent betas, to the list as well (check the change log for these additional properties)