Want a new feature for ZScript or ZAsm? Suggest it here.
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....
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...
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?
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....
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...
I think that the general command we need the most in Zasm is some sort of RTS-like command, like RETURN, RETURNTRUE, RETURNFALSE, RETURNMORE,...
Obviously, it's possible to fake them with numbers, but there's no particular reason that should be necessary.
I dunno if this was suggested before or not, but Pallete Altering functions would be neat.
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...
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.
I think it would help greatly to (eventually;)) have access to: Disable status of stuff for the Bubble enemies: bool Link->SwordDisabled bool...
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...
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...
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...
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...
Forgive me if this is already implemented, but I had an idea for a Death Handler. OnDeath(Link->MaxHP > 3) { Link->Rupees = --3; }
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.
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...
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...
A few new commands to add to the roster of these juicy delicious mouthwatering turkey gibblets. err ... ZScript entities. # items are...
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