Here's some more ideas, especially for items and the new Weapon Editor.
Equip and Dequip Rings, BoM, Shields, etc.: This comes in for...
Wearing It Drains Money/Magic: You know the Magic Armor? Well, imagine that, but expanded to other inventory objects.
Can Have High and Low Items at the Same Time: This could be useful for certain ring flavors having different effects in scripts. also, imagine being able to use your normal boomerang, but you can spend magic to use the fire boomerang.
Change Money/Magic Cost For Firing: Self-explanatory
Different Magic/Ammo Meters: Make an item or family of items use its own ammo stock.
Item/Weapon Uses More Than One Ammo Source: So for instance, you could have arrows use rupees, but also have them use arrow ammo as well.
Inventory Fairies and Magic Refill Bottles: Useful for small rewards or shop wares that are less than potions. Also like BotW food.
Is it possible to change Link's tile size through sripts? That would be pretty funny for a Giant's Ring. I may also suggest a 8x8 Link size which acts like the Mini Mushroom. This could be an item to temporarily make Link smaller (acting similar to Nayru's Love), but that could be done in the Item or Weapon Editor if some stuff is added so it doesn't need its own slot.
World Pauses While Using: You know how Nayru's Love does this? That's the quality now for all items with this item setting.
Also is there a rule so that saves don't count as deaths? Also it maybe could be changed to a Deaths/Continues/Saves triple counter on the file select.
New Ideas:
Enemy/Player Shots that Heal: These shots can be set to heal Link, enemies, or both. They can heal a certain amount, or just do a full heal.
New Combo Types
Glue: If you (and Peahats and Tektites) jump on here, you're stuck! You'll have to jump off. This acts as solid unless you're on top, so you can't walk into it on accident.
Changed Conveyor: Now the conveyor belt can have its speed (and corresponding animation) changed. Also good for "air currents" and Pegasus Boots blockades.
Quicksand: Going with my Pegasus Boots suggestion, this is the same as LttP. Run across or perish! May be set to "harmful unless running" or "if not running, acts as a pit/warp" or "if not running, drowns"
Ice: Yep, Link slowly slides to a stop.
L2 Ice: Now Link cannot stop! He just keeps walking, so you'll have to stay frosty.
Oil: This is uncontrollably slick, so it makes Link keep moving in the direction he entered it from until he hits something. May it be a block, or will it slide him into a pit?
Rushing Water/Sticky Conveyor: Get onto here and you're being moved where it leads like it or not. This activates when the game would consider Link to be on the conveyor enough for it to push him like a normal one, then he gets trapped.
Item Quality: Makes Link Trip on Ice/Oil: Did you forget that it's not safe to jump or charge when the ground is slick? Link will slide forward once he lands (whether that is temporary or until he hits a wall is determined by it being ice or oil).
Edited by P-Tux7, 23 January 2018 - 12:28 AM.