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Ring Box- Suggestions and Ideas


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#1 ywkls

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Posted 03 June 2021 - 05:35 PM

For a long time, I've wanted to include this sort of thing in one of my quests.

At long last, my competence in scripting is enough to bring this to a reality!

 

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Right now, the system only supports one equipped ring at a time.

I might be able to figure out ways to add more later.

 

The purpose of this topic is to encourage discussion on what other ring powers to have.

Here's a list of what I've already implemented and figured out how to do.

 

1. Secret Ring- Plays a tone when a secret is nearby. 
2. Stomp Ring- Do damage to foes when jumping. 
3. Charge Ring- Spin Attack takes less time to charge.
4. Wealth Ring- Shop prices 75% of normal. 
5. Rupee Ring- Rupees collected worth twice as much. 
6. Red Joy Ring- Hearts collected worth twice as much. 
7. Whimsical Ring- chance of critical hit.
8. Green Joy Ring- MP costs reduced by half. 
9. Peril Ring- Reduces damage taken when HP is less than a certain amount
10. Jump Ring- Jump farther
11. Pitfall Ring- Don't fall in pits and quicksand
12. Heart Ring- HP regenerates
13. Overpowered Ring- Increase attack strength
14. Hover Ring- Hover Boots effect
15. Whisp Ring- Bubbles do not affect you.
16. Steadfast Ring- Link doesn't take knockback.
17. Magic Ring- MP regenerates.
 
 
I have only seen a few other quests with a ring system and I'm not sure what they do.
What rings would you add to this list?

Edited by ywkls, 03 June 2021 - 05:36 PM.

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#2 Emily

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Posted 04 June 2021 - 05:52 AM

Ooh! This is super cool!

Certainly would be expandable for multiple slots and such probably without TOO much trouble, if you wanted such obviously. I always liked the rings from the oracle games.

 

As for suggestions,

Ammo Ring - x% chance not to consume ammo (arrows, bombs, etc)

Dodge Ring - x% chance to entirely dodge damage from a hit

Safety Ring - x% chance to endure with 1hp when you would otherwise have died, extra inv frames on trigger

 

just a few simple ones off the top of my head. (Think InvFrames access is 2.55, though)



#3 ywkls

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Posted 04 June 2021 - 08:24 AM

Ooh! This is super cool!

Certainly would be expandable for multiple slots and such probably without TOO much trouble, if you wanted such obviously. I always liked the rings from the oracle games.

Yeah, I thought so too when I came up with the method I used.

I ran into a few problems while making the script that made me decide to limit it to one slot.

The fact that I threw this together in about a day might have something to do with its limitations.

The script works by doing a couple of things.

 

First, when you acquire the ring; it sets up some global array data.

This is includes where to store the data, the tile to draw on the subscreen, the CSet of the tile and what the item id of the ring is.

It also increases a counter that keeps track of how many rings you have.

The text that explains how to switch what ring is equipped only appears if you have multiple rings.

The system is also designed where you can acquire them in any order.

 

Second, when you press left or right; it actually removes the old ring from your inventory and adds the new one.

This is so that effects like the Peril Ring are only active while the ring is selected.

 

 

As for suggestions,

 
Ammo Ring - x% chance not to consume ammo (arrows, bombs, etc)
 
Dodge Ring - x% chance to entirely dodge damage from a hit
 
Safety Ring - x% chance to endure with 1hp when you would otherwise have died, extra inv frames on trigger

Ammo Ring would be ridiculously easy to do.

My current quest isn't using ammo but it might be useful for a future project.

 

The last two sound like they would require 2.55 or higher. 

I'm probably going to stick with 2.53 for a while, but I will keep these in mind for the future.

 

I should add that I've been able to implement everything on the list I posted earlier.

I don't know for sure how easy this would be to add to any other quest.

I might be able to release a script pack someday which will be able to be easily transferred to another quest.



#4 Mitchfork

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Posted 04 June 2021 - 11:26 AM

One thing to consider with this is that if you can change rings freely at any time, certain ring effects become very annoying to manage.  For example, you have a ring that reduces shop prices - this creates an inventory tax where before I go to any shop, I have to cycle through my rings, then buy the item, then cycle back to the ring that I actually want.  This effect may be more suited to a passive inventory item than a ring.

 

The rest of your rings don't look too problematic in this regard - but keep that in mind when designing effects that have really narrow but powerful/required use cases.


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#5 P-Tux7

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Posted 04 June 2021 - 07:38 PM

Roc's Ring: Jump when hurt

Roc's Ring L2: Jump when hurt, with hover boots
Flame Ring: Magic Book

Flame Ring L2: Magic Book but the fire creates 8 directions of fire weapons too 

Lifesaver Ring: Like the Lifesaver Potion but you have to have it active

Equal Ring: Deals the same amount of damage to enemies as they do to Link when they touch each other (1 Link heart = 8 enemy HP)

Shield Ring: Magic shield

Shield Ring L2: Mirror shield

All-Terrain Ring: Slow Walk combos ignored

Conveyor Ring: Conveyor belts are ignored (possibly combined with the above ring)

Trap Ring: Ignore traps

Statue Ring: Ignore fireballs generated from statues

Heavy Ring: Ignore Wind EWeapons

Prism Ring: Create reflected LWeapons in 4 directions when hit with Rocks, Fireballs, Rising Fireballs, or Magic

Prism Ring L2: Create reflected LWeapons in 8 directions when hit with Rocks, Fireballs, Rising Fireballs, or Magic

Kick Ring: Can now kick bombs like in Destiny of the Oracles

Molotov Ring: Creates 8 fire weapons moving out from the center into a circle (like a Fire Wizzrobe) when Link's bombs explode

Molotov Ring L2: The 8 fires move until the edge of the screen

Bomb Ring: All Bombs, when placed down, are turned into Super Bombs.

Flamethrower Ring: Candle turns into Flamethrower (hold down to produce a stream of fire). Mostly only of use if the quest doesn't have damaging fire...

Asbestos Ring: Immune to own fire, if not already

Concrete Ring: Immune to own bombs, if not already

Defense Ring: Your usual Zelda 1 ring.

Vacuum/Magnet Ring: All enemy drops home in on Link.

Item upgrade rings: Gives you a next-level version of one item to use while these rings are active. You can make this work for any class of item with multiple levels like sword, bombs, bow, arrows, wand, candle, hammer, boomerang, cane of byrna, lens of truth, roc's feather, hookshot, din's fire, as long as you do not have plans for there to be more than one of the item in said class unless the ring is used. So you can't have an arrow upgrade ring AND silver arrows for instance because you could just turn on the ring and get them instead of needing to find them.

 

Here are some negative effects to put on overpowered Rings:

 

-Bait constantly spawned onto Link - use in an otherwise-baitless quest and make enemies like Bubbles and Darknuts hungry too for even more pain. Did you also know that Gleeok heads can be hungry?

-Bombs take twice as long to explode

-X weapon does half damage

-Sword and/or Wand melee and/or Hammer give you a Buzz Blob shock when you touch any enemy with them

-Chance that bombs are duds when "exploding" and do not do anything besides poof away

-Enemies are unstunnable

-Slow Walk

-Cannot walk against conveyor combos (possibly combined with the above)

-Enemies Always Return

-All enemy projectiles replaced with bombs, super bombs, or wind

-No enemy drops

-Cursed hearts/fairies, magic refills, ammo refills, and/or rupees (subtract what they normally add)

-All Armos combos on the screen are activated when you enter it

-Chance of every dungeon screen spawning one Wallmaster upon entry

-Chance of every dungeon screen spawning one L0 Wind Wizzrobe (Wind Wizzrobe with the HP of a Red Wizzrobe, so 8 HP or in other words 1/4th of normal) upon entry

-Every dungeon screen now has the Ceiling Master

-Some or all of these default enemies (Peahats, Leevers, Armos, Tektites, Keese) now spawn EWeapons like fire trails or statue fireballs, without even stopping to fire or anything. Consult Panoply of Calatia on how its global script detected enemies of a certain # (or name?) and spawned the fire trail on top of the Fire Keese

-Harmed by own fire if not already

-Harmed by own bomb explosions if not already

-Chance of every screen having a Zora on it (make this check to detect if there's a water combo first)

-Chance of every outdoors screen having 3 small boulders on it

-Chance of every outdoors screen having one large boulder on it

-Chance of every outdoors screen having Red Leevers on it. This could also be extended to certain "natural" dungeon screens that have dirt or sand on them, but any quest would need to keep this in mind for the walkability flags on those screens.

-Cannot use Ladder

-Cannot use Flippers

-Cannot use Potions (you'd think this wouldn't be easy to forget while you have the ring on, but it is)

-Enemy drops home away from Link (This is almost the same as them not dropping at all, but it's funnier)

 

I wish you could make an "Anti-Bait" ring, but I'm pretty sure you can't do that with normal enemies/Bait.



#6 ywkls

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Posted 04 June 2021 - 10:22 PM

One thing to consider with this is that if you can change rings freely at any time, certain ring effects become very annoying to manage.  For example, you have a ring that reduces shop prices - this creates an inventory tax where before I go to any shop, I have to cycle through my rings, then buy the item, then cycle back to the ring that I actually want.  This effect may be more suited to a passive inventory item than a ring.

 

The rest of your rings don't look too problematic in this regard - but keep that in mind when designing effects that have really narrow but powerful/required use cases.

Yeah, this is one of the reasons why I wanted to have multiple ring slots to equip at once.

I've only been actively working on this for a few days so I haven't had time to figure out all of the issues that I ran into.

Making this into a system which could be easily used in any quest is a long-term goal at this point.

 

 

Roc's Ring: Jump when hurt

Roc's Ring L2: Jump when hurt, with hover boots
Flame Ring: Magic Book

Flame Ring L2: Magic Book but the fire creates 8 directions of fire weapons too 

Lifesaver Ring: Like the Lifesaver Potion but you have to have it active

Equal Ring: Deals the same amount of damage to enemies as they do to Link when they touch each other (1 Link heart = 8 enemy HP)

Shield Ring: Magic shield

Shield Ring L2: Mirror shield

Prism Ring: Create reflected LWeapons in 4 directions when hit with Rocks, Fireballs, Rising Fireballs, or Magic

Prism Ring L2: Create reflected LWeapons in 8 directions when hit with Rocks, Fireballs, Rising Fireballs, or Magic

Molotov Ring: Creates 8 fire weapons moving out from the center into a circle (like a Fire Wizzrobe) when Link's bombs explode

Molotov Ring L2: The 8 fires move until the edge of the screen

Bomb Ring: All Bombs, when placed down, are turned into Super Bombs.

Flamethrower Ring: Candle turns into Flamethrower (hold down to produce a stream of fire). Mostly only of use if the quest doesn't have damaging fire...

Defense Ring: Your usual Zelda 1 ring.

Vacuum/Magnet Ring: All enemy drops home in on Link.

Item upgrade rings: Gives you a next-level version of one item to use while these rings are active. You can make this work for any class of item with multiple levels like sword, bombs, bow, arrows, wand, candle, hammer, boomerang, cane of byrna, lens of truth, roc's feather, hookshot, din's fire, as long as you do not have plans for there to be more than one of the item in said class unless the ring is used. So you can't have an arrow upgrade ring AND silver arrows for instance because you could just turn on the ring and get them instead of needing to find them.

 

Here are some negative effects to put on overpowered Rings:

 

-Bait constantly spawned onto Link - use in an otherwise-baitless quest and make enemies like Bubbles and Darknuts hungry too for even more pain. Did you also know that Gleeok heads can be hungry?

-Bombs take twice as long to explode

-X weapon does half damage

-Sword and/or Wand melee and/or Hammer give you a Buzz Blob shock when you touch any enemy with them

-Chance that bombs are duds when "exploding" and do not do anything besides poof away

-Enemies are unstunnable

-Slow Walk

-Cannot walk against conveyor combos (possibly combined with the above)

-All enemy projectiles replaced with bombs, super bombs, or wind

-No enemy drops

-Cursed hearts/fairies, magic refills, ammo refills, and/or rupees (subtract what they normally add)

-All Armos combos on the screen are activated when you enter it

-Chance of every dungeon screen spawning one Wallmaster upon entry

-Chance of every dungeon screen spawning one L0 Wind Wizzrobe (Wind Wizzrobe with the HP of a Red Wizzrobe, so 8 HP or in other words 1/4th of normal) upon entry

-Every dungeon screen now has the Ceiling Master

-Some or all of these default enemies (Peahats, Leevers, Armos, Tektites, Keese) now spawn EWeapons like fire trails or statue fireballs, without even stopping to fire or anything. Consult Panoply of Calatia on how its global script detected enemies of a certain # (or name?) and spawned the fire trail on top of the Fire Keese

-Chance of every screen having a Zora on it (make this check to detect if there's a water combo first)

-Chance of every outdoors screen having 3 small boulders on it

-Chance of every outdoors screen having one large boulder on it

-Chance of every outdoors screen having Red Leevers on it. This could also be extended to certain "natural" dungeon screens that have dirt or sand on them, but any quest would need to keep this in mind for the walkability flags on those screens.

-Cannot use Ladder

-Cannot use Flippers

-Cannot use Potions (you'd think this wouldn't be easy to forget while you have the ring on, but it is)

 

I wish you could make an "Anti-Bait" ring, but I'm pretty sure you can't do that with normal enemies/Bait.

These all sound possible for use in future quests.

 

 

All-Terrain Ring: Slow Walk combos ignored

Conveyor Ring: Conveyor belts are ignored (possibly combined with the above ring)
Trap Ring: Ignore traps
Statue Ring: Ignore fireballs generated from statues
Heavy Ring: Ignore Wind EWeapons
Asbestos Ring: Immune to own fire, if not already
Concrete Ring: Immune to own bombs, if not already
Enemies Always Return
Harmed by own fire if not already
Harmed by own bomb explosions if not already
Enemy drops home away from Link (This is almost the same as them not dropping at all, but it's funnier)

I'm not sure I could do these easily, especially the slow walk. 

I'd either have to have scripted slow walk and conveyors, or have the script manually change their combo type.

Link getting hurt by his own fire or bombs is a quest rule.

I could theoretically pull this off by spawning duplicate weapons that merely look the same.

But then I'd have to script interaction with the associated secret flags.

I don't know if messing with enemy returns is even possible with scripts outside of my randomizer attempt which stored each room's enemies in a global array.

 

 

 

Kick Ring: Can now kick bombs like in Destiny of the Oracles

I don't remember this. Could you be more specific?



#7 ywkls

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Posted 05 June 2021 - 09:00 AM

Here's a few more ring suggestions I have figured out how to implement.

 

Regen Ring- Increases rate of HP regen effect
Storm Ring- In my quest I have a scripted Song of Storms that can hurt enemies with lightning.
Normally this only works outside.
Use Song of Storms to call down lightning anywhere.
Shadow Ring- Lengthen duration of Piece of Power effect.
Overpowered Ring- Increase attack strength
Whimsical Ring- Chance of a critical hit
Soaring Ring- In my script, I have a scripted Song of Soaring.
This lets you warp between preset warp points on the overworld.
Can use Song of Soaring anywhere.
Anger Ring- Taking damage increases MP
Magic Armor Ring- Lose MP instead of HP

Fast Ring- Can attack twice as fast.

 

I'm probably going to use the Regen Ring in my current quest.



#8 ywkls

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Posted 05 June 2021 - 09:58 PM

So, I've figured out how to do multiple slots but it has bugs at this point.

Right now, I can have it where acquiring new rings automatically changes which ring box slot it goes in.

Additionally, once you get multiple rings; you can switch out which ring is in which slot.

However, I haven't been able to tell the ring slots that they can't switch to a ring that is already selected by another slot.

 

I'm not sure about why it isn't working properly.

At the moment, I'm putting that idea on the back burner since I don't really need it for my current quest.

If I ever do figure out a means of making it functional, I will be sure to share that.

 

The next step for me is to try and make it where that this can be used by other quests.

That may take a significant amount of time.

If I do I will probably release it to the database.


Edited by ywkls, 05 June 2021 - 09:58 PM.

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#9 Emily

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Posted 08 June 2021 - 01:20 PM

So, I've figured out how to do multiple slots but it has bugs at this point.

Right now, I can have it where acquiring new rings automatically changes which ring box slot it goes in.

Additionally, once you get multiple rings; you can switch out which ring is in which slot.

However, I haven't been able to tell the ring slots that they can't switch to a ring that is already selected by another slot.

 

I'm not sure about why it isn't working properly.

At the moment, I'm putting that idea on the back burner since I don't really need it for my current quest.

If I ever do figure out a means of making it functional, I will be sure to share that.

 

The next step for me is to try and make it where that this can be used by other quests.

That may take a significant amount of time.

If I do I will probably release it to the database.

If you'd like some help debugging the multiple slots, I would certainly be willing to take a look.




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