Antiforce God Spells:
Ind's Ice: Summons a ring of ice magic that goes into Link (as opposed to Din's Fire going out from him)
Runay's Hate: Either would double your sword power or make it instant kill. Temporary of course
Eorrfa's Stasis: Simply temporarily freezes enemies
Claimed.
Initial version of the
Hate Spell.
May also be interested in this one:
Wizzrobe Cape: Link can now turn transparent and phase through blocks with the push of a button like Blue Wizzrobes do, but watch your magic meter. If Link runs out of magic while in a block, the game treats it like he fell in a pit - he takes some damage and respawns at the room entrance.
I feel this one is far more complicated because of what can happen if you run out of magic while still in a wall. The script wou;d need to push Link out to the nearest, random, empty space, which may not even be a legal screen as part of the dmap--so that needs its own sanity checks--and a lot of other factors.
The three spell items though, I'll try to make those.
Farore's Wind (whistle type) - You fall apart like you do when you use the normal Farore's Wind, but afterwards a list of locations is displayed and you can rematerialize in front of one of them as long as you got the Triforce Piece at that location. This is basically like the whistle (since it transports you) but doesn't help with Digdoggers, and it also looks fancier and is easier to select your location instead of blowing the whistle several times.
I might do this, too, but it'd be a bit more convoluted, if it is to be universal. I suppose it'll use the string editor, and one Game->Misc[] value for the starting string?
Book of Magic (Homing) - this makes the Wand's magic home in on enemies. I always thought having your wand magic catch on fire was rather useless...
Going to ponder this one when I finish some of the others. If homing just means the nearest enemy, I suppose, but I tend to create very linear patterns, not arcs or curves, so it's just set a vector and fire at the closest valid target, which may not be a target that the wand can
hurt. If you want a smart wand that only homes on things that it can affect, that's viable, I suppose, and far more interesting IMO.
I may be able to do it so that it homes on the closest target simply with something like:
//cache all enemies with a defence resolution for the weapon other than block/ignore
//use Distance to find the closest of the set
//find the x/y vectors based on its position and step
// adjusting slightly for where it is **likely** to be when
// the weapon's step can get to it
// set the weapon's angles pointed at those vectors
Here's the requested automatic candle, in two yet-to-be-tested flavours:
//Set to an item's action script, and flag that item as having a passive script.
//Requires the script flag 'Item Scripts Continue to Run'
item script autocandleA
{
int f;
while(1)
{
++f;
unless ( ((f%20)) && !Screen->Lit ) Screen->Lit = true; //this could all be a pointless waste of instructions
//trying to reduce how often we write ->Lit.
Waitframe();
}
}
item script autocandleB //Lighter ZASM. need to check performance difference against v. A
{
while(1)
{
Screen->Lit = true;
Waitframe();
}
}
I need to determine which has the better performance. I don't know in this case if the ZASM is heavier of if calling the function to light a room is heavier, but I suspect the former, so the 'B' variant is likely better.
Wait... Isn't that what James24 always says?
I#ll update on my progress once I have some of these done, tested, and create demo quests. I'll put them all into the script DB, and bundle the ones that work with 2.55.