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Zquest Wishlist

Zquest Ideas Concepts

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#61 Timelord

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Posted 30 January 2018 - 07:33 AM

What about a box for keys in the item editor where you type in the number of the DMap that the key will work in, regardless of where it is found?

 

Why this? I'm not particularly interested in adding a mechanic where items are hardcoded to dmaps, versus this:

item script dmap_key
{
    void run()
    {
        ++Game->LKeys[this->Attributes[0]];
        Game->PlaySound(this->UseSound);
    }
}

Place that as the pickup script on a custom item in 2.54, and it'll add the key for a specific dmap.

 

In 2.50.x/2.53, you would use InitD[] args instead of ->Attributes[].

 

This is much safer for the future. ;)



#62 Cukeman

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Posted 30 January 2018 - 08:04 AM

I don't have a programmer's mind, so it's not obvious to me which ideas are good and which aren't. I'm also brainstorming. I have learned a lot of ZC, but I'm still somewhat of a beginner in many ways.
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#63 Cukeman

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Posted 04 February 2018 - 05:12 AM

One huge boon would be an option to make the bottom half of the lowest combo row visible while playing ZC.

I know some (not all) TVs cut that portion off, but it'd sure be nice to have.

 

EDIT: Also, the ability to set every enemy to tribble on death and to enable the spawn animation dropdown menu on enemies that have it grayed out in the enemy editor.


Edited by Cukeman, 09 February 2018 - 04:37 AM.


#64 Cukeman

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Posted 09 February 2018 - 12:26 AM

Additional combo flags would be super useful.

 

For example we have:

 

68 Boomerang Trigger (Any) [Level 1 or higher]

69 Boomerang Trigger (Magic) [Level 2 or higher]

70 Boomerang Trigger (Fire) [Level 3 or higher]

 

But we don't have:

 

_ Boomerang Trigger (Normal Only) [Level 1 Only]

_ Boomerang Trigger (Magic Only) [Level 2 Only]

_ Boomerang Trigger (Fire Only)  [Level 3 Only]

 

(repeat for each item trigger)


Edited by Cukeman, 09 February 2018 - 04:37 AM.


#65 P-Tux7

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Posted 14 February 2018 - 09:55 PM

I would suggest adding a BS L7 Aquamentus-style system where enemies can fire in different ways and use different CSets/graphics when their HP goes below a certain amount or percentage. Speaking of Aquamentus, isn't changing his projectile kind of glitchy right now?

 

Another suggestion is to allow Dodongos to have projectiles or make Walking Enemies able to have bomb only attrributes like Dodongos.

 

i'd also suggest to rename Peahat Lv1 to just Peahat since the Peahat L2 was scrapped in favor of the Enemy Editor.

 

Another suggestion is Z3 Moldorm (AKA Giant Moldorm) and the Bumpers. Perhaps Bumping could be an attribute so we could create bumper traps, bumper enemies, etc. Z3 Moldorm would probably have to be hardcoded to have only the tail be vulnerable and the rest acts as a bumper.



#66 Cukeman

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Posted 20 February 2018 - 02:33 AM

The ability to turn off an enemy's death animation.

Being able to make your own would be nice too, but I'm satisfied with the ability to turn it off for specific enemies.


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#67 Quanta

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Posted 20 February 2018 - 03:23 AM

The ability to turn off an enemy's death animation.

Being able to make your own would be nice too, but I'm satisfied with the ability to turn it off for specific enemies.

Would be nicer for larger than 1x1 enemies to have proper large death animations.



#68 Cukeman

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Posted 26 February 2018 - 03:06 PM

Would be nice to have an item editor checkbox for flippers to enable diving (or not), so you could make diving a flipper upgrade


Edited by Cukeman, 26 February 2018 - 03:09 PM.


#69 TheLegend_njf

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Posted 26 February 2018 - 03:27 PM

An "Eddy Finish AR3" flag and step combo. Stepping on the combo or flag will put up a message prompt that reminds Eddy to finish AR3.
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#70 Architect Abdiel

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Posted 01 March 2018 - 10:10 AM

I wish the PAL Csets were simpler to use with enemies.



#71 judasrising

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Posted 01 March 2018 - 10:28 AM

I wish the PAL Csets were simpler to use with enemies.

Me too



#72 Cukeman

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Posted 02 March 2018 - 11:51 AM

2x, 3x, and 4x damage options in the enemy editor (enemies being double/triple/quadruple damaged from certain weapons)


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#73 Geoffrey

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Posted 02 March 2018 - 05:58 PM

Not sure whether this is realistically possible, but it'd be nice to be able to set in the combo editor whether Link can walk through certain sides of a combo; e.g., if you blocked off the north side, Link couldn't walk through the north side of that combo, either up or down.


Edited by Geoffrey, 02 March 2018 - 05:59 PM.

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#74 Timelord

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Posted 02 March 2018 - 11:27 PM

2x, 3x, and 4x damage options in the enemy editor (enemies being double/triple/quadruple damaged from certain weapons)

 

This is already in there.


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#75 Cukeman

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Posted 03 March 2018 - 07:31 PM

An Enemy Editor flag to disable the enemy's hitbox





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