2.50 RC2
#286
Posted 31 January 2012 - 07:27 PM
Several builds back I had created a bomb-only Bomb Bag (no Super Bombs)
by leaving "Super Bombs Also" unchecked in the Bomb Bag item properties.
When I did the same thing in 2.50 RC2 Link was able to store Super Bombs
in his bomb-only Bomb Bag. This is bad for my quest, since it means
Link can ignore the Super Bomb Bag item in my dungeon...
I didn't post in the newer thread because I'm on a mac.
#287
Posted 31 January 2012 - 08:16 PM
Did you maybe reuse an existing save after editing the quest? That could potentially cause problems like that.
Edit: Never mind, I see it.
#288
Posted 31 January 2012 - 08:46 PM
#289
Posted 31 January 2012 - 08:54 PM
#290
Posted 31 January 2012 - 08:58 PM
#291
Posted 31 January 2012 - 09:09 PM
Now I'm having a hard time figuring out how exactly bomb bags are supposed to work. Did leaving "super bombs also" unchecked really mean it wouldn't increase your super bomb capacity? Because I don't see how that could ever have been the case.
I've got it doing that now, but I hope someone'll confirm that before I commit it.
#292
Posted 31 January 2012 - 09:41 PM
and picking up super bombs had no effect. His super bomb counter would reamain at 0,
even though he could pick up the amount of bombs that the bomb bag could carry.
I don't know if this answers your question.
EDIT: It seems to have changed from build 1314 to 1331 IIRC
Edited by Cukeman, 31 January 2012 - 09:45 PM.
#293
Posted 31 January 2012 - 10:26 PM
So it's been this way for a while, and bomb bags have had that flag unchecked by default all along... Maybe I should check it for all existing quests, 'cause this will break a whole bunch of them.
#294
Posted 05 February 2012 - 06:21 PM
only let Link push it south once, but instead he can push it south continuously.
Stair type combos restart SPC music when Link changes DMaps (although not when he returns ).
At the moment I am using sensitive warps to get around this,
but I think even sensitive warps are buggy about detecting if Link is on them or not.
Edited by Cukeman, 05 February 2012 - 06:24 PM.
#295
Posted 05 February 2012 - 06:58 PM
I'm not seeing the push flag bug. Is there a placed flag as well, or anything else remarkable? If there's nothing else, can you make a demo quest for it?
#296
Posted 05 February 2012 - 07:49 PM
Edited by Cukeman, 05 February 2012 - 07:50 PM.
#297
Posted 05 February 2012 - 08:55 PM
If you make the no enemies flag the inherent one, it should work. Would that be a problem?
#298
Posted 06 February 2012 - 02:04 AM
#299
Posted 27 February 2012 - 05:49 AM
I've heard that windows creates an external save file, but on mac
the file seems to be hidden from sight...
The thing is, I am trying to figure out ways to send out saves (along with
new betas) to my testers so that they don't have to play through all the
earlier areas to test the new stuff.
I can't just check items in init data because there are alot of things
in my quest that trigger when you actually "pick up" the items...
Edited by Cukeman, 27 February 2012 - 05:50 AM.
#300
Posted 27 February 2012 - 01:40 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users