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Link Tile Mod discussion


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#16 HappyPuppet

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Posted 26 January 2005 - 06:24 PM

QUOTE(Radien @ Jan 26 2005, 06:58 AM)
With multiple level items, I THINK it will work exactly the same as any other item. I mean... you COULD go in and systematically remove impossible combinations, but the math would be nice and consistent if you just decide to deal with the blank gaps...

Radien, you don't want to deal with blank gaps. The example I showed has the Link tiles going all the way into the New Enemy Tiles, and that could happen to other people who want to do a lot of Link Tile Modding. In whatever guide this is put in, you really should explain the most efficient way for those people.

And the most efficient method does not work the same. In fact it's a decent amount different. icon_razz.gif

#17 Radien

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Posted 26 January 2005 - 06:39 PM

Thanks! Thank Happyman too. icon_smile.gif

In fact, I just realized that my test was rather redundant with Happyman's first explanation. icon_doh.gif But then, I've found that sometimes, you only have to change a few choice words to make it easier for the common observer to understand...

EDIT:

Um, you really think it'll be that much of a problem? Well heck, if the most efficient system is that different, then what exactly is that system? icon_razz.gif

Y'know, I'll probably just keep my Link Tile Mod items to a minimum. I mean, what can you do with visual appearance when Link picks up stuff like a hammer? icon_blah.gif Usually the only things that affect outward appearance are rings, shields, and power bracelets. Swords could, too, but Serenia has enough hair to cover entire body from behind, let alone a scabbard...

#18 HappyPuppet

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Posted 26 January 2005 - 07:12 PM

Here's the comparison between the one you proposed and what is definitely the most efficient (I know that as I'm a math geek).

You want to Link Tile Mod all 4 levels of swords and for the Blue and Red Armor (or ring). You aren't using the Gold Armor in the quest.

The method you had in your other post:

No sword, normal armor: Tile 0
Sword 1, normal armor: 40
Sword 2, normal armor: 80
Sword 3, normal armor: 160
Sword 4, normal armor: 320
No sword, blue armor: 640
Sword 1, blue armor: 680
Sword 2, blue armor: 760
Sword 3, blue armor: 800
Sword 4, blue armor: 960
No sword, red armor: 1280
Sword 1, red armor: 1320
Sword 2, red armor: 1360
Sword 3, red armor: 1440
Sword 4, red armor: 1600
Tiles going up to 1600. New Enemy Tiles start at 1580.

The best method:

No sword, normal armor: Tile 0
Sword 1, normal armor: 40
Sword 2, normal armor: 80
Sword 3, normal armor: 120
Sword 4, normal armor: 160
No sword, blue armor: 200
Sword 1, blue armor: 240
Sword 2, blue armor: 280
Sword 3, blue armor: 320
Sword 4, blue armor: 360
No sword, red armor: 400
Sword 1, red armor: 440
Sword 2, red armor: 480
Sword 3, red armor: 520
Sword 4, red armor: 560
Almost three times as efficient as the other way.

The methods are VERY different, as you just saw.

I know that most people won't do this much modding, but there will be those who want to.

#19 SwordOfSeals

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Posted 26 January 2005 - 08:38 PM

What about Hammer and slashing with different shields? Or maybe I should stray? I don't quite get it all.

#20 SwordOfSeals

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Posted 27 January 2005 - 02:09 PM

I might be a bit to early, I hope I'm not considered double-posting.

I finallt know how to work Link Tile Mod, but there's something I'm not sure of. How much of it does this affect? Does it affect all of Link's apperances, or just walking? What about swimming? Diving? Eventually, jumping? Hammering? Does anyone know?

#21 Radien

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Posted 27 January 2005 - 04:20 PM

Happyman:

Actually, that method is quite a lot like the very first method I mentioned. Also, your method only covers two types of items, both of which you'll have only one of at any given time (if you have that one rule unchecked, anyway). Wouldn't it have to be very different if you added other items?

SoS:

Sorry dude, I haven't seen it in action yet. I'm just trying to get the math part mastered, as it could very well be the hardest bit.

#22 HappyPuppet

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Posted 27 January 2005 - 07:00 PM

QUOTE(Radien @ Jan 27 2005, 04:20 PM)
I'm just trying to get the math part mastered, as it could very well be the hardest bit.

It's not quite as hard as you think really. I suppose it would be the hardEST part since everything else is just doing something in ZQ and testing it in ZC. icon_razz.gif

QUOTE(Radien @ Jan 27 2005, 04:20 PM)
Wouldn't it have to be very different if you added other items?

Nope. Still effectively the same method.

Let's change things around a bit. How about all 3 arrow types, both bows, and both wallets have tile mods as an example? This is how you'd do it.

(A0 = no arrow, A1 = wooden arrow, etc. B0 = no bow, B1 = bow, B2 = bow 2, W0 = no wallet, W1 = small wallet, W2 = large wallet)

Mods of individual items
A1: 40
A2: 80
A3: 120
B1: 160
B2: 320
W1: 480
W2: 960
(the modding goes up to 1400... close)

All possible combinations
A0,B0,W0: 0
A1,B0,W0: 40
A2,B0,W0: 80
A3,B0,W0: 120
A0,B1,W0: 160
A1,B1,W0: 200
A2,B1,W0: 240
A3,B1,W0: 280
A0,B2,W0: 320
A1,B2,W0: 360
A2,B2,W0: 400
A3,B2,W0: 440
A0,B0,W1: 480
A1,B0,W1: 520
A2,B0,W1: 560
A3,B0,W1: 600
A0,B1,W1: 640
A1,B1,W1: 680
A2,B1,W1: 720
A3,B1,W1: 760
A0,B2,W1: 800
A1,B2,W1: 840
A2,B2,W1: 880
A3,B2,W1: 920
A0,B0,W2: 960
A1,B0,W2: 1000
A2,B0,W2: 1040
A3,B0,W2: 1080
A0,B1,W2: 1120
A1,B1,W2: 1160
A2,B1,W2: 1200
A3,B1,W2: 1240
A0,B2,W2: 1280
A1,B2,W2: 1320
A2,B2,W2: 1360
A3,B2,W2: 1400

I'm having a bit trouble figuring out a really good and easy way to explain the method in words. Just give me a bit of time.

SwordOfSeals: Well... you were 6 hours before the double post mark... I usually let 3 or so go, but 6 is a bit too long. Just wait a bit longer next time. icon_wink.gif

EDIT: I'm making a few HTML files to describe the math of the Link Tile Mod. The rest is up to you guys. This is the listed method for which I will provide several examples to explain it.

1. Assign 40 to be the variable X. This number can change later.
2. Select one of the items you want to Link Tile Mod (it can be whatever).
3. Find out how many levels of that item you want to do the Link Tile Mod for. By level, I mean that the sword has 4 levels from Wooden to Master, and the ring has 3 levels from Blue to Gold, while the wand only has one level.
4. Assign the first level of the item to have Link Tile Mod as X. Assign the second level to have Link Tile Mod as 2X, and so on until you've covered all of the item's levels.
5. You can stop now if you've covered all the items.
6. Multiply X by the sum of the number of levels and one.
7. With your new X value, repeat steps 2-7, stopping at step 5 if appropriate.

#23 SwordOfSeals

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Posted 28 January 2005 - 05:28 PM

I tried experimenting, it appears that stabbing, slashing, nor hammering it appected. icon_cry.gif Maybe I did something wrong? I replaced all perople with the coorect tiles, but I only modified Magic Shield and Mirror Shield Link tile Mods. I don't think the Hammer would factor into this. Oh well.

BTW: Sorry about the double-post icon_redface.gif . I'll be a bit more patient here on out (I guess).

#24 HappyPuppet

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Posted 28 January 2005 - 06:01 PM

QUOTE(SwordOfSeals @ Jan 28 2005, 05:28 PM)
I tried experimenting, it appears that stabbing, slashing, nor hammering it appected. icon_cry.gif

I thought this would happen, as those tiles aren't affected when Link gets a different shield, and the shield uses a Link Tile Mod.

#25 Radien

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Posted 28 January 2005 - 07:32 PM

So wait.... Link Tile Mod only affects shield ("walking") tiles? :\

Well, that's still pretty fundamental, even though it's much more limiting...

#26 Alucard

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Posted 26 February 2005 - 10:19 PM

Nearly one month later, and I bring an interesting bump to the topic:

I need help modifying the Link tiles with 2.10, and I have BS-Zelda style animation on, but ZQuest/ZC is treating it as if the rule was unchecked. I changed the Link from the Newfirst Link to the Pure Link, and don't know what to do. icon_frown.gif


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