QUOTE(Jared @ Nov 25 2012, 01:46 AM)

Ireally have no idea what could be triggering it. They were working fine before.
Well, if you'll send me the quest, I'll see if I can do anything.
QUOTE(ZoriaRPG @ Nov 25 2012, 12:58 PM)

Now, instead of going to S80 with a cave, item, guy and string, the item, guy and string appear on the overworld screen with the cave entrance. Is this a bug, or is this a change to permit multiple entrances, or a quest rule?
That's now determined by a DMap flag: "Special Rooms And Guys Are In Caves only"
QUOTE
Additionally, with the quest rule 'Set items with A or B' on, I need to delete the item subscreens for B-only... The A+B versions do not set by default. Therefore, unless I delete the subscreen for B-only item selection, when the player picks up a sword, there is no way to select it. When this quest rule is on, the A+B subscreen should autoselect.
I don't know if there's a reasonable way to do that. The only difference between the two is whether the sword is selectable, and even that isn't reliable, as people sometimes deliberately use different subscreens with different items.
Anyway, if you're using that quest rule, there's no reason not to delete the swordless subscreens, so it doesn't seem like too big a deal.
QUOTE
Further, if I select Z3 style subscreens, ZQuest forces me to delete the old custom subscreens, and the ones that remain do not have the Cane of Byrna. I had to export them from another new quest as .sub files and import them into the dev-test game file to get them back.
I don't know what you mean. I can't think of a time when you'd be forced to delete subscreens.
QUOTE
Would it be very hard to add the option to the clock as a selection box for 'Inventory item'? I wanted to make a custom clock as an inventory item that uses magic to freeze enemies for a limited time, but the item profile 'clocks' doesn't have the 'Inventory item' option box.
That would be pretty difficult. It can be scripted easily, though.
CODE
item script UsableClock
{
void run()
{
item clock=Screen->CreateItem(I_CLOCK);
clock->X=Link->X;
clock->Y=Link->Y;
clock->Z=Link->Z;
}
}
You'd put that on a new item using a custom item class and leave the regular clock as it is.