I thought I would make a post to describe exactly what every pre-scripted item does, from my own experiences with them, for whoever can use it (and my own reference). Starting simple:
Sword: Hits anything for 1 half-heart per sword level. Level 1 does 1/2, level 4 does 2, etc.
Shields: Level 1 blocks ranged attacks, level 2 reflects ranged attacks, which do no damage, and level 3 reflects and raises the movement speed.
Max shield level is supposedly 20, but I don’t know it it does anything else beyond level3.
Uses bombs
Bombs: blow things up in a cross shape, does 1/2 heart damage.
Superbombs: blows up a larger area, still does 1/2 damage.
Jolt Bombs: blows up bomb-sized area that does 1 heart damage.
Uses darts
Bow: fires an arrow that does 1/2 damage, but a lot more to baddies.
Fireball: same as bow, but does 1 heart damage.
Fireblast: fires a projectile that explodes when it hits something, does 1/2 damage in both cases
Nukeshot: fires a projectile that explodes when it hits something, and deals 1 heart on a direct hit, but only 1/2 from the explosion.
Spin Attack: Spins in a circle when you swing your sword twice. Works on baddies, not NPCs or other people. Not very good at all.
Red Glove: lets you pick up grey stones.
Gold Glove: lets you pick up black stones.
Glove level can go beyond 3, but I don’t think it affects anything outside of scripts.
That’s everything but the gelats, which I hope at this point are pretty self-explanatory. I’ll try to think of other things I could add to this guide/reference in the future.
All the times i can think of, playing with the level editor and chests.
The only way to PK was to drop your spin attack.
It should be more like the Zelda 3 spin attack.
Negative level swords heal other players, respective to their level.
Players move .5tiles/sec with shields below level 3, .6/sec with a level 3 shield. .2/sec in a bed, and .1/sec while hidden under an object.
Oh, fun fact, the under a bush speed is actually 0.100001
If you actually move at 0.1 tiles a step, you can’t move up/left due to the way graal hands the float variables for the player position…
Yep, its mostly offset by the 0.00001 as well. it does tend to deviant in that, give or take.
Making Scale2x locked to every 2nd pixel was actually a bitch. Since I had to make a seperate variable for the player’s internal position, and the position to draw the player at.
I havn’t even had a chance to check out scale2x yet. But I suddenly have the urge to try it, almost like i’m hearing subliminal messages placed in every thread containing beholder.
[QUOTE=pac300;24045]Your an evil and sadistic man.[/QUOTE]
I used an unuploaded Gani to tell me their walk speed, selected weapon and etc to validate ;D