Page 1 of 2
1 2 LastLast
Threads 1 to 20 of 33

Forum: Suggestions (Closed for Posting)

Want a new feature for ZScript or ZAsm? Suggest it here.

  1. Syntax Highlighting

    I'm really surprised that no one has suggested this before. It's annoying to not be able to know what you are doing right and wrong while zscripting....

    Started by beefster09, 06-21-2007 08:05 PM
    • Replies: 2
    • Views: 1,482
    06-22-2007 04:55 AM Go to last post
  2. Detecting enemy projectiles

    The reason I would like to have access to this is because I would like to create a "Link's companion" script, I could simulate another character by...

    Started by ShadowMancer, 06-08-2007 03:47 AM
    • Replies: 1
    • Views: 520
    06-08-2007 03:50 AM Go to last post
  3. Enemy Scripts

    Wouldn't it be a better idea to directly input an enemy's movement pattern and attack rather than mask an enemy with a free-form combo?

    Started by Master_of_Power, 06-02-2007 02:38 PM
    • Replies: 1
    • Views: 532
    06-05-2007 02:51 PM Go to last post
  4. InputMap command

    Hi, y'know we have InputStart and InputA et cetera, well it just occured to me that we don't have InputMap, and that would be a really useful thing....

    Started by Limzo, 04-15-2007 07:12 AM
    • Replies: 1
    • Views: 519
    04-15-2007 07:11 PM Go to last post
  5. Some "Jump" suggestions

    Okay, let's go... 1: I propose that enemies also get a "jump" function, called "npc->Z". Yes, some enemies can't change their positions on the...

    Started by pikaguy900, 03-27-2007 07:52 PM
    • Replies: 0
    • Views: 441
    03-27-2007 07:52 PM Go to last post
  6. Rts-like Command Please

    I think that the general command we need the most in Zasm is some sort of RTS-like command, like RETURN, RETURNTRUE, RETURNFALSE, RETURNMORE,...

    Started by Revfan9, 03-10-2007 02:35 AM
    • Replies: 2
    • Views: 628
    03-10-2007 04:21 AM Go to last post
  7. Boolean constants

    Obviously, it's possible to fake them with numbers, but there's no particular reason that should be necessary.

    Started by Saffith, 02-21-2007 03:12 PM
    • Replies: 3
    • Views: 527
    02-21-2007 09:51 PM Go to last post
  8. Lightbulb Pallete altering functions

    I dunno if this was suggested before or not, but Pallete Altering functions would be neat.

    Started by Master_of_Power, 02-17-2007 06:14 PM
    • Replies: 4
    • Views: 590
    02-18-2007 09:06 PM Go to last post
  9. New variables: bool HasWarped & DMapType

    I'm currently working on a Harp of Ages script, and I was thinking, "Hmm... What if the player warps right onto a solid combo using this item? It'd...

    Started by pikaguy900, 02-18-2007 03:49 AM
    • Replies: 0
    • Views: 396
    02-18-2007 03:49 AM Go to last post
  10. OnSave();

    Just a little extra condition to check for while playing: A function to check to see if the player has saved via a save point.

    Started by ShadowTiger, 01-25-2007 04:48 PM
    • Replies: 0
    • Views: 510
    01-25-2007 04:48 PM Go to last post
  11. Some new ZScript stuff

    I think it would help greatly to (eventually;)) have access to: Disable status of stuff for the Bubble enemies: bool Link->SwordDisabled bool...

    Started by Grayswandir, 01-25-2007 12:09 AM
    • Replies: 2
    • Views: 535
    01-25-2007 10:42 AM Go to last post
  12. EContactDamage()?

    I was toying around with a ROM of LttP earlier today to see if enemies were indeed damaged if you pushed the block summoned by the Cane of Somaria...

    Started by pikaguy900, 01-16-2007 03:29 AM
    • Replies: 3
    • Views: 460
    01-17-2007 02:00 AM Go to last post
  13. Arrays!

    I'm sure it's something that's been considered already, but we could really do with arrays. I realize variable-size arrays are probably pretty...

    Started by Saffith, 11-01-2006 07:27 PM
    • Replies: 3
    • Views: 556
    01-17-2007 01:46 AM Go to last post
  14. Changing Link's animation

    Perhaps, now that we have item scripts, we can have some way to change Link's tiles? Like for example (and this is one I want to use) a whistle...

    Started by Revfan9, 01-13-2007 10:22 PM
    • Replies: 1
    • Views: 493
    01-14-2007 01:42 AM Go to last post
  15. Language alternatives?

    Alright, don't kill me, but... I think there might be better languages than CScript and ASM to use for scripting in Zelda Classic. If it wasn't...

    Started by itsyfox, 01-09-2007 01:47 AM
    • Replies: 6
    • Views: 500
    01-12-2007 08:01 PM Go to last post
  16. OnDeath() {

    Forgive me if this is already implemented, but I had an idea for a Death Handler. OnDeath(Link->MaxHP > 3) { Link->Rupees = --3; }

    Started by ShadowTiger, 01-05-2007 03:25 PM
    • Replies: 3
    • Views: 476
    01-06-2007 01:39 AM Go to last post
  17. PlayMidi()

    We have PlaySound(), Why not PlayMidi()! You could make a normal enemy battle midi get louder as you approach it like in OoT, MM, WW, and TP.

    Started by beefster09, 12-05-2006 09:56 PM
    • Replies: 2
    • Views: 497
    01-04-2007 05:09 AM Go to last post
  18. don't limit integers to 4 digits

    When changing enemy tiles via the script editor, this becomes very limited to us because we can only choose from 0-9999 tiles. If possible can you...

    Started by Master_of_Power, 12-18-2006 08:43 PM
    • Replies: 1
    • Views: 518
    12-18-2006 09:00 PM Go to last post
  19. Press and Release keys

    I know it can already be faked, but ZScript needs "Press(Input*)" And "Release(Input*)" Pretty much they're just functions that return a bool when...

    Started by beefster09, 12-04-2006 07:16 PM
    • Replies: 3
    • Views: 535
    12-08-2006 11:16 PM Go to last post
  20. A few new commands:

    A few new commands to add to the roster of these juicy delicious mouthwatering turkey gibblets. err ... ZScript entities. # items are...

    Started by ShadowTiger, 12-04-2006 12:19 AM
    • Replies: 4
    • Views: 457
    12-04-2006 06:00 PM Go to last post

Forum Information and Options

Thread Display Options

Use this control to limit the display of threads to those newer than the specified time frame.

Allows you to choose the data by which the thread list will be sorted.

Order threads in...

Note: when sorting by date, 'descending order' will show the newest results first.

Icon Legend

Contains unread posts
Contains unread posts
Contains no unread posts
Contains no unread posts
More than 15 replies or 150 views
Hot thread with unread posts
More than 15 replies or 150 views
Hot thread with no unread posts
Closed Thread
Thread is closed
Thread Contains a Message Written By You
You have posted in this thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts