I am highly interested myself when it's ready. It definitely beats my cheap ways of replicating item effects with combo flags, inherent flags and self triggers.
Out of curiosity, did you have any thoughts on a Cane of Pacci item? I had the idea of actually making that my ocarina. But I know that is also a roundabout way. It was basically just gonna be used to flip tiles and flip rooms. Which I was gonna do with warps and just "flipping things over".
The flipping part especially would need to react to contact though. Which might complicate things for a simple item editor change. Especially since the ocarina doesn't actually swing in front of Link that I am aware.
Sorry, no. I honestly do not recall what that did. My focus is on Zelda 3, and Link;s Awakening items, and engine effects (this does not mean Z3 scrolling).
For Z3, I have partial scripts for a better Cane of Byrna, the Cane of Somaria, platforms, push blocks (move between screens), King Zora, the Ice Rod, and some other things. I may include the gloves too, and some form of Pegasus Boots in the end.
At some point these will be quest+header packs with enemies, bosses, and the like, that a user can load in ZQuest, and edit without needing to add anything.
ZoriaRPG This is a global script too ? because if it's a global script i do wants to include it on combined script that i needed helps.
It is mandatory for it to be global, but it wont be done fast enough for it to matter to your request. I was hoping that someone else would give you a hand with that, as mine are pretty full at present, and while what you want to do is not difficult in and of itself, all of the constants, flags, and other set-up is tedious, and quest-specific.
This in fact, is precisely why I want to make Z3 and Z4 style quest packages, and why I want to include them as templates in ZC. Then again, I want to add most of the Z3 and Z4 items, enemies, and bosses, to ZQuest too. (That is also not on the top of my agenda.)