Some things like step secrets don't trigger the secret SFX. That would be nice.
Post that on the dev server please, or send it to me as a direct message on Discord.
My ideas (I haven't made a quest yet so I don't need these but these could be useful):
New Rule: Side View Wizzrobes Only Appear on Floors
Also maybe some sort of tile that is marked for them to be able to appear on in side view but if that's not available they pick the closest one that puts them in Link's fire.
This sort of makes sense. Actually, a sideview enemy type, or just an enemy flag 'obeys gravity' is something that I have considered.
New Rule: Zoras Count As Enemies To Be Beaten
This already exists in 2.50, in the enemy editor.
New Rule: LttP Cane of Byrna
This is in 2.54.
New Item: L2 Whistle (Same as L2 Bracelet, which means it's the same just works on some things that the original doesn't)
What would this accomplish? You can make as mamy ;levels of whistles as you want, now. I do not understand what you want it to do. In 2.54, with minor scripts, you can easilymake special triggers for any item.
New Item: Roc's Cape (Allows a little more mobility like L2 Ladder)
This one is a bit more interesting, and users have wanted it since < 2.10.
New Item: Stopwatch (Like Nayru's Love, but pauses enemies too. L1 pauses enemies but not invincible, L2 works like Nayru's Love and the original clock with the invincibility and also stopped enemies)
New Enemy Pickup: Temporary Clock (Green Temp. Clock pauses enemies, Blue Temp. Clock pauses enemies and makes LInk incivnicble. But it only lasts for a few seconds)
New Item: Inventory Clock and Temporary Clocks (the same way as the enemy pickups, but in your inventory to be used like potions so you can buy them at shops)
I'll look into adding a flag to clock items so that Link is not invincible. That seems like a very easy, and sane addition. You can already change them to a specific duration in the item editor.
I'll also look into making the item class work as a button item, although the item script for that is only a few lines.
New Item: Bomb and Arrow Potions (yeah)
Wot? What would these...do?
New Item: Pegasus Boots (L1: only once per room, L2: like normal)
New Tile: Too-Fast-To-Walk Conveyor (so must use Pegasus Boots)
New tile: Quicksand (for Pegasus Boots)
New Combo Setting: Broken by Pegasus Charge
New Combo Setting: Pushed by Pegasus Charge (like a block)
New Rule: Pegasus Boots Use Magic
Running boots, IDK. I first need to make Link's walking speed variable. I think that this would best stay in the realm of scripts, for the present. All of the planned combo stuff is going to happen in 2.55, so, it's not outside the realm of possibility.
New Rule: Roc's Feather Uses Magic
New Rule: Roc's Cape Uses Magic
Any item can use magic (including swords, now, as of 2.53.0b13), and any item can be set to use rupees instead of magic. You should have a look at the item editor, and the enemy editor.
Furthermore, as of 2.54, any item can use any counter, rather than just rupees or magic.
I would also like to mention, that I do not want to add more rules. Rules are static, and global. I would much rather add flags to items, enemies, and other game objects, so that the user can individually set 'rules' for them, on a per-item basis.
Many old QRs are being moved to item/enemy/mechanical settings. The remainder will fall into two sets: Static, and variable. If the latter, then they can be modified ad-hoc by scripts. (This is done in a system-safe way, via a new class 'FFCore'.)
It'd be nice if the CSet was specified in text on the combo list where you choose the combo for your FFC.
I suppose; but why? This feels trivial to add, although making the text field change the visible appearance of the combo in the ffc editor may not be practical. JWin (the GUI system) doesn't autorefresh all that easily.
More options on the enemy editor weakness drop down list.
Maybe things like...
2x Damage
3x Damage
4x Damage
These three are already in 2.54.
Stun or Damage
Block or Damage
Ignore or Damage
I'll try to add these by 2.55.
And if the OR options maybe something can pop up so you can define when that occurence occurs.
For example
Wand: Block or Damage
Damage Amount: 2x
Occurence: DMG >/= 10
Block Occurence: DMG < 10
That is going to need to stay in the script realm for now. I have already been rewriting the defence code for 2.55, and I have a very good system in place, but there is no good way to add dialogues for stuff this detailed. Custom defence outcomes, resolved by script, are far more feasible.