Zelda Classic 2.5 RC4
#241
Posted 30 October 2012 - 12:12 PM
Seeing as we had the enemy slots increased to 500, could we also have the item slots increased to 500 as well? You see I use items for memory as well as for their functionality.
I.e. There's an instance in my quest where Link loses all of his items and needs to get them back. To make sure he gets the proper sword as there's an optional upgrade available before this point, I have to sneak in a dud equipment item in the pickup string for the L2 Sword. It works well, just it uses up an item slot as I can't really use that dud item for anything else.
Then there are sidequests. In one, you help out five different people with their problems and go back to a different person to receive a prize. For this one I have to use an item for each person so that it can recognize when the player has helped all five and can receive their prize.
Other than that, I'd also like to make more optional swords and shields, so the player could somewhat customize their character later on in the game.
I can live with the 255 item slots, but I'd be able to do more if we had 500.
#242
Posted 30 October 2012 - 01:14 PM
#243
Posted 30 October 2012 - 08:48 PM
http://www.youtube.c...h?v=UXm1bWblajw
Nothing major, just odd.
#244
Posted 30 October 2012 - 09:56 PM
#245
Posted 30 October 2012 - 10:27 PM
#246
Posted 30 October 2012 - 11:52 PM
#247
Posted 31 October 2012 - 11:30 PM
Maybe. That's trickier, because there are quite a few places in the code where item IDs are stored in 8-bit numbers. I don't know how long it'll take to find them all.
#248
Posted 02 November 2012 - 03:51 PM
#249
Posted 02 November 2012 - 03:51 PM
Edit: Bug found! It seems you can't set your arrow count higher than 255 in the cheats menu.
#250
Posted 02 November 2012 - 05:29 PM
#251
Posted 02 November 2012 - 07:24 PM
I don't think LA_JUMPING makes sense, since Link could be doing any number of other things at the same time. How about just this:
{
if(IsSideview())
return !OnSidePlatform(Link->X, Link->Y);
else
return Link->Z>0;
}
#252
Posted 02 November 2012 - 10:06 PM
#253
Posted 03 November 2012 - 03:34 AM
I tried adding LA_WARPING, but it didn't work. Apparently, scripts don't actually run when it would be relevant.
I don't think LA_JUMPING makes sense, since Link could be doing any number of other things at the same time. How about just this:
{
if(IsSideview())
return !OnSidePlatform(Link->X, Link->Y);
else
return Link->Z>0;
}
How about GetSideWarpType, GetSideWarpScreen, GetSideWarpMap GetSideWarpDmap?
#254
Posted 03 November 2012 - 03:36 AM
I still think it would be nice if we could set Link's action to LA_JUMPING to play the jump animation whenever we want, like in a rolling script I used a while back.
That is very very easy to code. Why not just set Link->Jump to some value? Or even better paint the tiles for that yourself.
#255
Posted 03 November 2012 - 02:27 PM
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