things for ZC/ZQ 3.0
#61
Posted 11 February 2013 - 07:46 PM
Use the switch if counter code to switch from the "You don't have any to sell" string to the selling string, and put counter increment/decrement codes in the selling string.
That should make sense after you read string.txt.
#62
Posted 11 February 2013 - 07:57 PM
-Strike
#63
Posted 11 February 2013 - 07:59 PM
#64
Posted 11 February 2013 - 08:40 PM
Thanks MoscowModder!
-Strike
#65
Posted 12 February 2013 - 01:48 PM
#66
Posted 12 February 2013 - 01:50 PM
#67
Posted 12 February 2013 - 02:31 PM
#68
Posted 12 February 2013 - 02:35 PM
#69
Posted 12 February 2013 - 02:37 PM
But yeah, it would be nice to be able to customize boss vs non-boss weapon types per enemy.
#71
Posted 19 February 2013 - 10:21 AM
However if you could edit the odds you could make a more interesting gamble room.
This is off-topic now, but when I read this I thought of how cool it would be to script a Casino Roulette minigame, or a Slot Machine minigame, which would both just be pure luck but oh my god that would look so cool, the little ball in the Roulette Wheel rolling around with its own physics, eeee
Oh geez and on that note, Pachinko! That would be RAD. We need some awesome new luck-based minigames in quests, scripted or not.
#72
Posted 19 February 2013 - 10:27 AM
I can't quite put my finger on it.
Staff Note: This post was warned for harassment.
#73
Posted 19 February 2013 - 12:20 PM
#74
Posted 19 February 2013 - 03:29 PM
I also think it'd be cool to see some additional uses for the bottle, instead of just the 2 basic potions, like carying spring water to water a seed/flower somewhere else.
As for other items, how about the wrecking ball from Twilight Princess?
#75
Posted 19 February 2013 - 03:53 PM
Bottle: Also possible with simple scripting and/or String Control Codes. What I'd really love to see is built-in support for multiple bottles.
Ball 'n Chain? Sure, why not. It's already scripted but would be nice to have built in.
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