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Post 2.5 ideas

45 replies · 15,212 views · Started 18 May 2009

Dear lord, please give us a way to make enemies of different tile sizes, e. g. 2x2, 2x1, 3x3, etc.

Quests will become much less stale once we can make more complicated enemies. Frustrating that this option is not available :angry:

Wait until after 2.50 is finalized and released. Also, you can likely achieve it through scripting and other tactics (See Petoe's "Megaman: Dr. Wily's Revenge - Directors Cut" quest)

A screen flag that doesn't allow link to jump in certain spots would be nice, sort of like the "no enemies" flag

franpa wrote:Wait until after 2.50 is finalized and released. Also, you can likely achieve it through scripting and other tactics (See Petoe's "Megaman: Dr. Wily's Revenge - Directors Cut" quest)


If there are other tactics, please let me know!

If I need to script, well, I am not sure that I can afford to invest the time it is going to take to learn how. If there is a script out there that I can simply import though, I might take a stab at that and would appreciate someone pointing me to it...

Otherwise, this should be at the top of the list for new features. If we really want original and interesting quests, we need the ability to make more interesting enemies--this would really open things up.

BTW, when I am told "scripting is the solution" it merely indicates to me where the ZQ program is deficient. I never think, "oh this works, you just have to script". I think, "Oh, the software is not built to handle this idea, it should be".

@ Freedom's jumping notion: I've had this idea before as well. I mean, doesn't it make sense that if Link can jump over a five foot wide hole, he can jump over a rock or a low fence? So rather than have him encounter an infinitely tall small rock, (Again, WTF?) we'll just have him not jump. So I thought of an idea for a script that would not let him jump if he's on a certain combo.

Not that I'm much of a scripter. But the basic premise is, is that if he's on that combo, his Z position is constantly being set to the value to which he entered it.

Or you could check Link->Equipment, and if he has the feather attached to that button cancel its input. Probably a little cleaner.

Rather than not lot him jump, I'd say just set a minimum Z value. The downside of that is that you have to attach a script to the Feather so he can jump off, since he'll technically be in midair.

Jupiter wrote:Otherwise, this should be at the top of the list for new features. If we really want original and interesting quests, we need the ability to make more interesting enemies--this would really open things up.

It would not be at the top of the list, to get unique quests and stuff happening again we need a new STABLE build, not one where features are constantly added without proper testing.

franpa wrote:It would not be at the top of the list, to get unique quests and stuff happening again we need a new STABLE build, not one where features are constantly added without proper testing.


Um, yes...

I think I said, and you quoted me as saying, "top of the list for new features". I'll help you with the semantics of that sentence since you had trouble with it. When I write "for new features" that means: when considering and implementing new features to the program I think that this particular feature should be given high priority. And as I am replying to a captioned quote which says, "wait until after 2.50 is finalized and released", it is clear that by saying "for new features" I am acknowledging the statement that nothing new is coming until 2.5 is finished but that after that this is what I think should be at "the top of the list". If I find the time I will draw you a diagram as well, just to make sure I am communicating clearly.

Now, all that said, I'm extremely grateful for all the effort that is going into improving ZQ and releasing 2.5, I hope that as a fan you will receive my earnest recommendations with consideration and reciprocal gratitude.

...in the future, after--after!--2.5 is complete and and running smoothly, I think that the #1 way to make quests more interesting, would be to have options for enemies of various sizes, e.g. 2x2 tile enemies.

I think I suggested this before, but anyway:

Remember how the flame sprite for the candle class can be selected? However, as while the Magic Book and Din's Fire also use the flame sprite, their flame sprite cannot be selected in the action tab and they can only use the default flame sprite as seen in this illustration below:
User posted image
Personally, I think it would make sense to assign the flame sprite to weapon slot 5 for Din's Fire and weapon slot 2 for the Magic book as seen in the illustration below, so that way, we could customize the flame sprites for Din's Fire and the Magic Book by selecting another weapon sprite from the weapons/misc section (specifically a custom flame sprite).
User posted image

Also, remember how the candle and Din's Fire have the flag 'Don't Provide Light'? Well, on the other hand, as while the Magic book has the 'fire magic' flag, which makes wand magic burst into flames, it does not have the 'Don't Provide Light' flag.
User posted image
Personally, I think it would be a good idea to add the 'don't provide light' flag to the Book item class, in case the 'fire magic' flag is checked. That would be flag 2 by the way.
User posted image

PS: Two of these images contains mock-ups of what I think should be done. If I had any knowledge of the code, I would do it myself... Further more, as these are post 2.5 suggestions, I have merged this and the next post into this topic.

In addition to my post 2.5 suggestions for Din's Fire and the Magic Book, I remembered that the flame produced by fire magic only ever does a damage of 1. So why not give the book class a flame damage attribute as well.

The new string codes are great, but I can't help but notice one thing:

In all the Zelda games since ALttP, people address you by your account name, not just as "Link" So why not make a code to insert the persons name?

Just a friendly suggestion😊

Here's a big list of ideas I have for post 2.5 versions:
http://webzoom.freewebs.com/xmuppetsb/My%20Post%202.5%20Diary.rtf
Keep in mind that I would be glad to implement some of this crap if I ever wanted to assist in development. Also, this rtf file will contain more and more suggestions/things to do as long as I keep brainstorming new ideas.
PS: As you may know, I pinned this thread because the other one was lost forever due to that damned hacker who deleted all of our posts and threads.

It's been a while, but for the as yet unimplemented enemies:
Floor Master and Floor Master Kid could use CSet 8, Ceiling Master could use CSet 9, Z3 Moldorm could use ESP 2, the fairy in the enemy tiles will supposedly use CSet 8 according to the template, Bat Wizzrobe 2 (which would include a Wizzrobe enemy and a bat enemy) could use CSet 8, Fire Dodongo could use ESP 13, BS Aquamentus 1 could use ESP 0 for phase 1, ESP 3 for phase 2, and ESP 4 for phase 3, BS Aquamentus 2 could use ESP 1 for phase 1, ESP 14 for phase 2, and ESP 13 for phase 3, all the unimplemented traps could use CSet 7, the Ice Wizzrobe will use CSet 7 according to the template, the L3 Tektite could use CSet 9, the L3 Lynel could use CSet 9, the L2 Peahat could use CSet 9, the Whistle Pols Voice could use CSet 10, the Mirror Darknut could use CSet 11, the Fire Ghini could use CSet 8, and the Magic Ghini could use CSet 9. As for the two grappler bugs, I don't know what's to come of them, since their tiles were removed from the template.

Plus, I would like to have like 30 Combo Csets instead of 12. I don't know if it would hurt anything, but just a thought.