I think ill have to see about using the first method, as my planned quest setup has Link switching between 7 different sets of 3-5 items per set, so having 7 dmaps for each area would be tedious madness D:
ideally im going to want the player to be able to cycle through the sets of items, going from 1 up to 7 and then back to 1, with each of these sets also being controlled by an item, meaning these items would control the swapping via scripts.
So Link would start out not being able to swap, but upon acquiring the first of the items, could then swap to form 1, with different items, and then press again to swap back to base Link, or "form 0". upon acquiring another of the items, he presses once to swap to form 1, then again now swapping to form 2, and a third time to swap back to form 0, ultimately in the end being able to swap to 7 total forms in a cycle.
another thing i foresee being a problem is that his items should be locked into these forms. example:
form 0 contains the sword set to A, and the boomerang set to b
form 1 contains the bow set to A, and the whistle set to b
say if Link had NOT acquired both the boomerang and the whistle, then both of his B slots would be empty, meaning the first item he picks up would automatically go into his current empty B slot, even if it didnt belong to that set, such as picking up the boomerang in form 1, and being equipped with Bow to A and Boomerang to B, which i dont want.
i know thats pretty specific, but theoretically this is all doable with a way to simply change the value of a dmap specific disable with a true or false statement. dont know why the disables page wasnt inculded in some way under the dmap flags or even its own variable section. I dont know if this is specifically possible using arrays, but i will try.
and thanks for the help friend!