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Dmap disabling doesn't work well(b443)

10 replies · 2,237 views · Started 04 July 2007

I was playing around with dmap disabling items, and it just wasn't working out well at all. Shields and rings absolutely refuse to be disabled, disabled items still appeared in the subscreen and were selectable (but not usable), and disabling just the level 2 Boomerang but not the level 1 allowed me to use the level 2 Boomerang even though it was disabled.

This doesn't really seem fixed. Actually, all the behavior I described in the first post still happens except disabled usable items, and only usable items, disappear when you open the subscreen (but not before if they were already assigned to a button). However, they disappear forever and don't seem to reappear even when returning to a dmap that permits them.

Surprisingly good though still buggy is your answer. Disabling a whole family of usable items at once now works perfectly. Passive items such as rings disable well for the most part, but using scrolling warps to travel between two dmaps, one in which the ring is disabled and the other in which it is not, does not re-adjust the Link tile mod or other graphical effects of the items (such as Link's items changing colors with his rings).

Unfortunately, disabling parts of an item family but not the rest still doesn't work well at all. Disabling the Magic Boomerang but not the Wooden Boomerang when Link has both allows the Wooden Boomerang to appear on the subscreen, but the player cannot select or use it.

Well, this is progress at least. I was pleasantly surprised to find that this feature is now a lot closer to being fully functional.

There are two problems: one, the function to check if an item is available needs to be adapted so that when the subscreen code calls it, disabled items are listed, when link tries to use a disabled item, it's treated as "not there". Two, the current disabling works as follows: when Link casts a weapon (A- or B-button), if the item is disabled the cast is cancelled. That means anything like rings, keys ... won't work with disabling.

We'll need to write some code called each time a disable bit is flipped that adjusts Link tile mods, damage multipliers and such.

disabled items still appeared in the subscreen and were selectable (but not usable)

Not good, but intended for the moment. Eventually the idea was to display them, but greyed out.

Disabling the Magic Boomerang but not the Wooden Boomerang when Link has both allows the Wooden Boomerang to appear on the subscreen, but the player cannot select or use it.

Bug. It should function exactly as if you had only the wooden boomerang.

Actually, in the latest build, disabled items don't appear at all in the subscreen if the only items you have of the family are disabled ones. This is much preferable to even grayed out items as it lets you do some nifty warping tricks to basically give Link two inventories at once that use the same class of items in the different ways and even to create two completely separate characters. The other concerns (with the passive items and with the lower level item) are still there though.

Am I bug reporting that a feature is less buggy than a developer says it is? Madness!

This is still buggy in b660 but not really that bad. Here are the two problems:

Entering a new dmap via a scrolling warp doesn't update the link tile modifiers for items, but the properties are otherwise correct (Link seems to have the Blue Ring but takes ringless damage when scrolling to a dmap that disallows the Blue Ring). I suppose it's not too big of a deal, but it can be pretty deceptive.

Disabling a higher level item won't let you use or select the lower level item. The lower level item appears in the subscreen, but you can't pick it and it won't show up on B to let you use it. That's pretty problematic and really limits the versatility of dmap disabling.

If there's any need for a test quest, here's one that demonstrates the problems:

http://files.filefront.com/TEST2qst/;9050870;/fileinfo.html