Zelda Classic Æternal [v2.55], Alpha 12
For the Winter Holiday season, here is Zelda Classic Æternal, Alpha 12 [Win-32]
We'll keep this topic freshly updated with new builds as they arrive, and you are of course welcome to view the detailed Changelog for 2.55 on GitHub.
Highlights
Module System
We've added a Module System to both ZC and to ZQuest, that allows you to completely reconfigure various aspects of the system UI, including the following:
Default assets.
Default quests (1st, 2nd, and so forth).
Default names for item classes, enemy classes, and other internal strings.
Default help text.
Various UI elements.
Base files used by the programme (zelda.dat, qst.dat, and the like).
New Script Types
We've added a multiple new script types for you to use, as follows:
npc script
- Runs for multiple frames, while the enemy is valid.
- Set from the Enemy Editor.
lweapon script
- Runs for multiple frames on one of Link's weapons.
- Set from the Item Editor.
eweapon script
- Runs for multiple frames on an enemy weapon.
- Set from the Enemy Editor
link script
- Link now has the following script slots:
- Init : Runs before the opening wipe, for one frame.
- Active: Runs for multiple frames, similar to the global active script.
- onDeath: Runs for multiple frames, after Link dies--and after the global onExit script.
- Useful for custom Game Over displays.
- onWin: Runs for multiple frames when the player wins the game.
- Used for custom Game Ending sequences.
dmapdata script
- Similar to the global active script, but this runs only on specific DMaps.
- Assign this in the DMap Editor.
item script
- Item action scripts can now run for multiple frames, using a Quest Rule
See ZScript_Additions.txt for further details, both on the new script types, and on all new ZScript instructions, and compiler (and other language) improvements.
Brought to you by: The ZC Æternal Team (Alphabetical)
Here are some new teaser screenshots!
Enemy Editor
Item Editor
DMap Editor
New Script Types