Another thing to consider for those of use who want to look at everything is a way to download all of the items at once. That's what I do most of the time with EOTM. I'm going to look these over now so I can see how they work and will post my thoughts afterward.
That'd be easy, and in fact, I'll make a ZIP later today, or tomorrow.
I didn't expect you to get this up so soon. It's a good thing I didn't wait until later today to submit. That's why there are no setup notes for mine. I suppose I'll have a look at all of these later.
When you have set-up details, or the like, PM them to me, and I will update the entry. That applies to anyone with an entry. Technically, submissions are still valid until the end of today--so
slackers, you have a few hours left, if you want to join in--but AFAIK I received all of them, or at least, I received what I believe is all of them.
So I nulled my vote since I entered, so here's my thoughts after trying out the others.
You aren't required to null, unless you intend on voting for your own entry. (Even that isn't an actual rule, just a courtesy.)
Meself, I'll likely pass votes on all the cats for items other than my entries, as if I didn't enter any items (i.e. as if my entries weren't there). That I feel, is balanced.
Aim Bow- this is actually a very neat idea. My only complaint is that the speed at which the aiming reticule moves seems to be a bit high. Is that adjustable or hard-coded? I didn't actually beat the quest, due to the fact that I died on that Bat Wizzrobe.
Essence Chain- once again, Lejes shines in this sort of thing. Although I didn't beat the quest, my favorite aspects were the idea that it could do different things when attached to different types of objects. (Like ice, fire, walls.)
Gravity Rod/Patra Rod- I'm listing these together since they were in the same quest file. Figuring out how to use the Gravity Rod was somewhat confusing. The Patra Rod had a very neat effect and was what I ended up using mostly.
I was sort of on the fence on whether this was one, or two submissions, but the items are different, so they count as two, despite using the same script, and quest; it's about the items, not the code.
Lens of Water- Yes, it is a Lens that only works in water. While probably requiring a lot of work to create, I'm not sure that I see how it could be of practical use.
Actually, coding it was silly easy. I honestly thought it would be more of a useful bit of kit, than anything technically impressive. I had the idea, in seeing quests that had water secrets everywhere, and strange ways to allow the player to find them, that never gave out the lens. My feeling was that the questmaker wanted to make it possible to find dive secrets without wasting the players' time, but they didn't want to include the lens in all its broken glory. That's all there really is to it, and it's so simple that it'd be possible, if not easy, to make it work without std.zh.
Magic Clock- the only problem I can see is how long in time there is between your use of the item and its activation. And the fact that it uses MP. Otherwise, a very good effort.
Switchshot- this is my favorite and for me, wins all three categories. I note that shifted combos now stay where they are shifted. If that isn't too hard to see up, that's awesome.
You can set it to use combos on layers 0, 1, and 2, in any combination, selectively. Combos on layers 1, and 2, will remain in their changed states, until the game is re-loaded, whereas combos on layer 0 will remain until the screen changes. Some enemies also seem to like remaining where you put them. That's all more of a ZC limitation thing, than anything else. You might want to look at the settings in the script, but be warned, there are several headers in there with it, that may make finding what you want tedious. All settings nevertheless, are clearly marked, and explained.
Setting up the layers it's allowed to use is quite literally as easy as changing a 0 to a 1, or conversely a 1 to a 0 in any of three settings, to enable/disable detection on layers 0, 1, and 2. There is also a set to use a fixed, specific 'undercombo' per layer, but those are not thoroughly tested.
Edited by ZoriaRPG, 21 December 2015 - 11:20 AM.