Zelda 3 rules?
#1
Posted 30 July 2017 - 09:46 PM
In my opinion, even though it would take a lot of work and effort, this community would benefit in a lot if it had a similar "event" style thing as RPG maker. Simple cutscenes, simple trading, all that jazz. But that does have a flaw as not being able to make a Zelda style quest in it without a bunch of coding.
How hard would it be to create a version of ZC like that? And would anybody else like to see that kinda feature sometime in the future?
#2
Posted 30 July 2017 - 09:51 PM
I know a future release of ZC that ZoriaRPG is working on will have a complimentary set of scripts preloaded to satisfy needs like this. As far as actual hardcoded features, you're probably out of luck for something like that barring a complete rewrite happens (iirc development on that stopped, but I may be wrong).
Cutscenes, however, are quest specific so they're going to need to be built from the ground up by the quest author either by script or FFC-animation trickery. There's no one-size-fits-all template that you can have with cutscenes aside from the most basic dialogue trigger.
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#3
Posted 31 July 2017 - 10:11 AM
I happen to detest the generic QRs that are enabled with the 'Zelda-3-esque' option. It turns on some things that I quite dislike, and I typically use a very specific set of QRs. It would be better, in the future, to be able to save 'Rules Templates' and store them in ZQuest; although what I have planned for 'rules' needs to happen, first.
Many of the rules, such as if a boomerang instantly awards items on collision, or if it drags them back, is moving into the item editor; and similar stuff of that kind. A flag on items that determines of they can be grabbed, is also on the list. The 'Boomerangs grab all items' rule, will therefore become legacy-only.
[/end OT]
Edited by ZoriaRPG, 31 July 2017 - 10:15 AM.
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#4
Posted 01 August 2017 - 04:35 AM
That's why they're called "Z3-esque rules", not "Z3 rules".
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#5
Posted 02 August 2017 - 12:59 PM
My entire argument is based on the fact that there aren't that many quest rules. If there were absolutely hundreds and hundreds of them to scour to fine-tune quest behavior to a ridiculously microscopic degree, I can understand that. But there aren't. I can go through the entire Quest Rules in two minutes flat, turning on or off features that I want to see, almost like ticking off a shopping list for items I want to cook with.
But again, that implies that I know what I'm doing. If someone doesn't really understand what each quest rule does, then they need a very easy path to gaining that knowledge. .txt files aren't that large, and can easily have a description of everything in them. Better yet, a link to the ZC Wiki where all of that knowledge is.
Have these rule sets ever truly helped anyone in the past? I'll bet they have, but I can't really imagine it. That's my problem though, not anyone else's.
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