I don't even want to think about something like that...
2.50 RC2
#151
Posted 11 August 2011 - 07:35 PM
I don't even want to think about something like that...
#152
Posted 12 August 2011 - 08:58 PM
So would it be possible to add a global variable to alter Link's base movement speed?
Why would you want that? You could just put something like if(button up is pressed){ link y-=1; } or something like that there, in a global script, right? Same effect I believe.
#153
Posted 12 August 2011 - 08:59 PM
Y'know so I could easily place pots, and designate what is inside each pot. Pots baffle me.
Edited by Cukeman, 12 August 2011 - 09:00 PM.
#154
Posted 13 August 2011 - 03:29 PM
One feature I could really use is multiple Slash > Next combos that each let you choose a specific item drop.
Y'know so I could easily place pots, and designate what is inside each pot. Pots baffle me.
Actually, this, I agree with. I'm quite curious now: How easy would it be to simply (Well, in concept...) duplicate the "Flowers" combo, tall grass item drop set, and Flowers Misc/Weapon entry for the flying petals when slashed, and everything else, a bunch of times?
So that way, we'd have a "Slashable Combo 1," "Slashable 1 Debris," and "Slashable 1 Item Set" all the way down to, say, 31 or something. Or perhaps a smaller number. The combo types list is already quite large.
#155
Posted 13 August 2011 - 07:18 PM
#156
Posted 14 August 2011 - 05:59 AM
Actually, this, I agree with. I'm quite curious now: How easy would it be to simply (Well, in concept...) duplicate the "Flowers" combo, tall grass item drop set, and Flowers Misc/Weapon entry for the flying petals when slashed, and everything else, a bunch of times?
So that way, we'd have a "Slashable Combo 1," "Slashable 1 Debris," and "Slashable 1 Item Set" all the way down to, say, 31 or something. Or perhaps a smaller number. The combo types list is already quite large.
Oh, this is just what everyone needs. Great idea!
Also, why is there no "Penetrate enemies" flag for the wand magic? The sword beams and arrows have this flag too!
2nd question, will there be a RC3 or.. the... final release?
#157
Posted 14 August 2011 - 11:15 AM
#158
Posted 14 August 2011 - 05:15 PM
2nd question, will there be a RC3 or.. the... final release?
Windows version definitely needs to be tested, ...so yeah.
If Link is given a magic ring that grants infinite magic, performance apparently takes quite a hit. In my case, the frame rate went from >1000 fps without the ring to ~225 fps with it. It's odd that a passive item would do that. (I have a Core i7 930 @ 2.8 GHz)
With great power comes great responsibility!!!
#159
Posted 16 August 2011 - 10:50 AM
May'be call it itemdata->Sprites or something.
So what do you guys think?
#160
Posted 16 August 2011 - 05:55 PM
http://imageshack.us...5/zelda033.png/
#161
Posted 20 August 2011 - 11:49 AM
it loaded slowly and it would let me click anything in zquest
OS-Vista
it might just be my computer since its happening in rc1 as well
never mind it was my computer all is fine
Edited by Nightmeres, 22 August 2011 - 06:35 PM.
#162
Posted 20 August 2011 - 11:43 PM
#163
Posted 23 August 2011 - 12:58 PM
For example, if my item script refills my magic and I have the "remove item when used" flag checked for my custom item in the item editor, using it under these circumstances will refill my magic without removing the item, allowing me to reuse it.
EDIT: This works for every screen edge, not just the upper one.
EDIT 2: For some reason, the sword works while in this position.
Edited by Isdrakthül, 23 August 2011 - 01:03 PM.
#164
Posted 23 August 2011 - 01:12 PM
1) To be able to use the "Remove" feature on multiple combos, rather than having to do it one at a time.
2) For the "Swap" feature to switch the usage of the combos in the quest as well as an in the editor; it's very annoying to have to go back through all of your screens and change the combos accordingly.
You would be doing me a great favor if these couple of changes were made.
#165
Posted 23 August 2011 - 03:44 PM
1) To be able to use the "Remove" feature on multiple combos, rather than having to do it one at a time.
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