Search found 16 matches

by King Aquamentus
Mon Jun 08, 2020 3:37 am
Forum: Feature Requests
Topic: Combination weapons
Replies: 6
Views: 1835

Re: Combination weapons

I'm not sure I understand the request properly here. In my experiences, if an item is given the properties of a weapon, it gains triggers for *both* of them. Isn't that what your'e saying you want?
by King Aquamentus
Thu May 21, 2020 1:21 am
Forum: Bug Reports
Topic: [2.55 A60] Misc: Death sprite displays wildly wrong sprite ID
Replies: 0
Views: 603

[2.55 A60] Misc: Death sprite displays wildly wrong sprite ID

so, the default tile for Misc: Death is #27440 right? I went to change it to another tile under Weapons/Misc, and found it wouldn't display in-game. Thinking this odd, I set it *back* to #27440 afterward... to find it now displays somewhere between #390 and #394 in-game!! Worth noting that the tiles...
by King Aquamentus
Wed May 20, 2020 11:22 pm
Forum: Blue
Topic: New Combo - "Sign"
Replies: 1
Views: 1034

New Combo - "Sign"

Basically, just a combo that displays a message string of the user's choice, which disappears when it reaches the end of its text and the player presses a button (A presumably.) This seems like it would be very easy to do, and could easily replace the more complicated screen-warping methods of signs...
by King Aquamentus
Wed May 20, 2020 11:19 pm
Forum: Bug Reports
Topic: [2.55 Alpha 60] "boss key" doorways do not let Link go back to previous room
Replies: 1
Views: 828

[2.55 Alpha 60] "boss key" doorways do not let Link go back to previous room

Sorry if this sounds a bit confusing. It's hard to explain in shorthand. Basically, what I'm experiencing is that if Link approaches a boss key door, unlocks it, and walks into the next room, he will be unable to pass fully through the doorway back out. It's as if the unlocked door on the other side...
by King Aquamentus
Sat Apr 25, 2020 8:10 pm
Forum: Dead Bugs
Topic: subscreen items cannot be selected -2.55 a60
Replies: 3
Views: 1439

subscreen items cannot be selected -2.55 a60

for as far back as I can remember, If a certain item was not in a certain slot, your cursor would skip over that item in whichever direction you pressed until it reached one that was. (or maybe what the next position # was, not sure) zc_screen00013.png This subscreen is currently rigged so that a ke...
by King Aquamentus
Sat Apr 25, 2020 4:41 pm
Forum: Feature Requests
Topic: 2.55 alpha 60 - Armos and grave combos do not trigger unless solid
Replies: 5
Views: 1770

Re: 2.55 alpha 60 - Armos and grave combos do not trigger unless solid

Sorry to say I don't see it :/ The doc and the dialogue window show weapon triggers and script triggers for Generic, but no step triggers.

The step combos have certain properties but largely only relating to sound effects.
by King Aquamentus
Sat Apr 25, 2020 4:09 pm
Forum: Feature Requests
Topic: 2.55 alpha 60 - Armos and grave combos do not trigger unless solid
Replies: 5
Views: 1770

Re: 2.55 alpha 60 - Armos and grave combos do not trigger unless solid

Well, since unique armos combos can now be generated which spawn different specified enemies, I was going to create one that would produce gels when Link walked across, similar to how they appear from the floor in A Link to the Past. Since these features don't yet apply to Grave combos, I would have...
by King Aquamentus
Sat Apr 25, 2020 3:50 pm
Forum: Feature Requests
Topic: 2.55 alpha 60 - Armos and grave combos do not trigger unless solid
Replies: 5
Views: 1770

2.55 alpha 60 - Armos and grave combos do not trigger unless solid

This is probably *so* legacy that it is arguably something just never implemented, but I thought I should *at least* mention it anyways here, as I think it would seem a bit silly to suggest it as a new feature, rather than something long since overlooked: These combos only work when they are unwalka...
by King Aquamentus
Fri Apr 24, 2020 9:30 pm
Forum: Dead Bugs
Topic: ZQUEST - 2.55 Alpha 60 - "weapons" tab under item editor assigns different default defenses every time editor is opened
Replies: 1
Views: 867

ZQUEST - 2.55 Alpha 60 - "weapons" tab under item editor assigns different default defenses every time editor is opened

This... is kind of weird and might be hard to explain so bear with me. the new Weapon tab under Item Editor, which allows you to give your items special properties, has a strong tendency to try to change your "default defense" settings. For instance, if you want, say, a sword to have "boomerang" pro...