Though I do not get most of the stuff (I really mostly ask because I want to avoid to overwork all of my screens afterwards), thanks a lot. Just to make this clear, the "Game->SetScreenState() to set ST_VISITED"-things are to be used in scripts, right? At least I cannot find something similiar in ZC.
1. What I meant with the overlayers was to have more or less a tree that is overlayer, if i stand behind it, and not overlayer, if i stand in front of it, kind of decided by the y-coordinates. There is also something similiar for jumping and trees in the database, so I hope this is possible.
2. The main idea here was reasoned by my attempt to avoid overhead-issues with items through just blocking them, but melee-moves are not blocked by the flag and the flame is not even created. This is not really anything I want to use anymore, but I can imagine useful situations for such things.
3. This is for independent secrets that can also reset independent. BTW, is there a way to warp between two screens and carry over enemys without creating new enemies on warping back to the screen, that spawned them? I am not even sure, it is possible to carry over enemies on warping (thought there was a flag for that, but am searching forever). I want to create kind of an false wall, the get transperent if walking through it (overhead non-transparent and sensetive direct warp on screen 1 - overhead transparent and direct warp on screen 2), but that will look very odd with the enemyspawns...
3.1 I am really open to alternate solutions to this though I am sry, if this does not fit the topic anymore.
4. Thought so, but shouldnt try to be less lazy anyway
5. Hmm, to use a scripted weapon instead seems logical. @Lejes, what I meant is a Hookshot, that moves like other projectils also over non-walkable combos and if hitting a hookshot-grab, it will pull link to it, but will stop, if Link hits a non-walkable (excluding "hookshot only") combo. Of course it works also the way it is now, but often there are situation like with lower-walls that just look odd if they block the hookshot.
5.1 Again, is there a way to use multiple inherent flags (that work only on layer 0) like convoyer up and direct warp or push block and damage?