Combo Type

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This article has been transferred from the PureZC Wiki, and may need to be updated.

A Combo Type is the special function of a combo. Only one combo type per combo can be set.

The following combo types exist in ZQuest 2.50, listed with a brief definition.

I have added quite a lot more combos, and added to the descriptions on the ones already there. Please help fill in the ones I was unable to do so with, or haven't got round to doing ~ Joe123

Contents

[edit] Weapon Effect Types

Block All
All projectile weapons that would usually pass through unwalkable combos will be stopped by Block All combos.
Block Arrow (All)
All Arrows that would usually pass through unwalkable combos will be stopped by Block Arrow (All) combos.
Block Arrow (L1, L2)
Arrows with a Level of 1 or 2 that would usually pass through unwalkable combos will be stopped by these combos, whereas higher-leveledArrows will still pass through this combotype.
Block Arrow (L1)
Arrows with a Level of 1 that would usually pass through unwalkable combos will be stopped by these combos, whereas higher-leveled Arrows will still pass through this combotype.
Block Brang (All)
All Boomerangs that would usually pass through unwalkable combos will be stopped by Block Brang (All) combos.
Block Brang (L1, L2)
Boomerangs with a Level of 1 or 2 that would usually pass through unwalkable combos will be stopped by these combos, whereas higher-leveled Boomerangs will still pass through this combo type.
Block Brang (L1)
Boomerangs with a Level of 1 that would usually pass through unwalkable combos will be stopped by these combos, whereas higher-leveled Boomerang swill still pass through this combo type.
Block Fireball
Enemy Fireball projectiles that would usually pass through unwalkable combos will be stopped by Block Fireball combos.
Block Magic
Wand magic or enemy magic that hits this combo is destroyed.
Block Sword Beam
Sword Beams, that would usually pass through unwalkable combos will be stopped by Block Sword Beam combos.
Hookshot Grab
If this combo is struck by the hookshot, Link is pulled towards the combo.
Hookshot Only
The hookshot's chain can pass through this combo, as can other ranged items that cannot normally pass through unwalkable combos.
Ladder Only
The ladder will be placed on this combo, and other ranged items that cannot normally pass through unwalkable combos. Note that the hookshot cannot pass through this combo.
Ladder or Hookshot
The ladder will be placed on this combo, and other ranged items including the hookshot that cannot normally pass through unwalkable combos will pass through it.
Magic Mirror (4-Way)
Wand magic or enemy magic that hits this combo is reflected 180 degrees.
Magic Mirror (Up-Left, Down-Right)
Wand magic or enemy magic that hits this combo is reflected 90 degrees as if the mirror were shaped like the following slash: \
Magic Mirror (Up-Right, Down-Left)
Wand magic or enemy magic that hits this combo is reflected 90 degrees as if the mirror were shaped like the following slash: /
Magic Prism (3-Way)
Wand magic or enemy magic that hits this combo is duplicated twice. The two duplicate shots are fired perpendicular to the direction of the original shot.
Magic Prism (4-Way)
Wand magic or enemy magic that hits this combo is duplicated three times. The three magic shots are fired from all 4 directions.

[edit] Enemy Placement Types

Armos
When touched, the combo produces an Armos enemy. The Armos combo can be safely activated from the East, North or West sides of the combo, but if activated from the south the player will take damage. This can be superceded by a quest rule in newer betas. When activated, the Armos combo changes to the screen's under combo. The Armos combo can also be set to work with flags 'Armos->Secret' and 'Armos->Item'. The 'Armos->Secret' flag will display the corresponding secret combo set in the screen's secret combo editor when the Armos is activated, and the 'Armos->Item' flag will put the screen's Secret Item beneath the Armos when it is activated.
BS Grave
Center Statue
If the 'Statues Shoot Fire' Screen Data flag is checked, a "Shooter (Fireball)" enemy is created on this combo.
Grave
When touched, a Ghini 2 appears from the combo. Graves can be safetly activated from the East, North and West sides, but if Link activates a grave from the South, he will take damage. This can be superceded by a quest rule in newer betas.
Left Statue
If the Statues Shoot Fire Screen Data flag is checked, a "Shooter (Fireball)" enemy is created on the left side of this combo.
No Enemies
Enemies cannot walk onto a No Enemies combo.
No Flying Enemies
Enemies such as peahats or keese, which normally ignore walkability, cannot fly here.
No Jumping Enemies
Tektites and Polls Voices, which normally ignore walkability, cannot jump here.
Right Statue
If the Statues Shoot Fire Screen Data flag is checked, a "Shooter (Fireball)" enemy is created on the right side of this combo.
Spinning Tile (Immediate)
Spinning Tile (Random)

[edit] Warp Types

A subset of "Walk Effect Types", these combos warp Link in a certain manner when he steps on them.

Cave (Walk Down) [A-D]
Link appears to walk down on the combo when stepped on, warping him to the specified letter warp. Any pixels filled with a colour other than transparent will appear about Link while the walking down animation plays.
Cave (Walk Up) [A-D]
Link appears to walk up on the combo when stepped on, warping him to the specified letter warp. Any pixels filled with a colour other than transparent will appear about Link while the walking up animation plays.
Direct Warp [A-D]
Specified letter warpin which the exit point on the destination screen is ignored, instead using Link's position when the warp was touched. This warp is triggered even if Link walks on the top half of the combo.
Direct Warp [Random]
A direct warp that sends Link to any of the defined letter warps on that screen randomly.
Dive Warp [A-D]
Acts as a water combo, but if Link dives here, he is warped via the lettered tilewarp.
Sensitive Warp [A-D]
Sensitive Warp [R]
Stairs [A-D]
Basic Warp tile. This warp is triggered only if Link walks on the bottom half of the combo. Link will be warped via the corresponding lettered warp, and appear at the blue warp return point on the screen to be warped to.
Stairs [Random]
When Link steps onto a Stairs [Random] combo, there is a random chance of him warping to any of the screen's four Tile-Warps.
Swim Warp [A-D]
Acts as a combination between a water combo and a stairs combo. If Link swims here, he is warped to the corresponding lettered warp.

[edit] Visual Combos

Eyeball A
The tile changes depending on the position of Link relative to this combo. The directions are N, NE, E, SE, S, SW, W, and NW.
Eyeball B
The tile changes depending on the position of Link relative to this combo. The directions are NNE, ENE, ESE, SSE, SSW, WSW, WNW, and NNW.
Overhead
Non-flying sprites, like Link and most enemies, appear under this combo except for the transparent portions of the tile. If an Overhead combo is placed on layer 0 that contains some transparent pixels, tiles places on layers 1 and 2 will appear in place of the transparent pixels.

[edit] Walk Effect Types

These combos produce a certain effect if Link is stepping on them.

Conveyor D/L/R/U
Link will be shifted in the designated direction when he steps here, although the movement is not so strong that he cannot walk agaisnt it. Conveyors can be a little bit bugged.
Damage (X Heart(s))
When this combo is stepped on without the boots, Link loses the designated amount of hearts. Rings will not affect the damage taken unless the particular quest rule is checked.
Dock
Link must begin a raft path on a dock combo.
Shallow Water
A small 16x8 pixel effect appears on Link while walking here. The graphic is set in Sprites/Misc.
Slow Walk
Link's walking speed is reduced on this combo. Enemy speed will not be.
Step->Next
When Link steps on a Step->Next combo, it will change to the next combo in the list.
Step->Next (All)
Step->Next (Copycat)
Step->Next (Same)
Trigger (Permanent)
This triggers Screen Secrets when the bottom half of this combo is stepped on.
Trigger (Sens. Perm)
Trigger (Sens. Perm) combos act exactly the same as Trigger (Permanent) Combos, but will be activated as soon as Link touches one pixel of the tile.
Trigger (Sens. Temp)
Trigger (Sens. Temp) combos act exactly the same as Trigger (Temporary) Combos, but will be activated as soon as Link touches one pixel of the tile.
Trigger (Temporary)
This triggers Screen Secrets when the bottom half of this combo is stepped on, but it does not set the screen's "Secret" Screen State - that is, the Screen Secrets are temporary.
Reset Room
When Link steps on this combo, all of the current Screen's States are reset to 0 (except for those that have been labeled "No Reset" in Screen Data), and Link is instantly warped to the very same screen - effectively leaving Link unmoved, but resetting all of the enemies and combos.
Water
See Water.

[edit] Destructible Types

Bush
Acts as a Slash->Item combo. Small graphics will fly out from it when slashed, usually leaves, and the bush will change to the screen's under combo. These graphics are set in Sprites/Misc. A sound effect is also played when the bush is slashed. It will also create an item in the "Bush/Grass Combos" Item Drop Set.
Bush->Next (Item)
The Bush->Next (Item) combo works in exactly the same way as the Bush combo, but instead of changing to the screen's under combo, it will change to the next combo in the list. It will also create an item in the "Bush/Grass Combos" Item Drop Set.
Flowers
Acts as a Slash->Item combo. Small graphics will fly out from it when slashed, usually leaves, and the flowers will change to the screen's under combo. These graphics are set in Sprites/Misc. A sound effect is also played when the flowers are slashed.
Pound
When this combo is hit with the hammer, it changes to the next one in the combo list.
Slash
When hit with a sword, this combo becomes the screen's under combo.
Slash (->Item)
When hit with a sword, this combo becomes the under combo. It will also create an item in the "Bush/Grass Combos" Item Drop Set.
Slash->Next
This combo is the same as the Slash combo, but instead of changing to the screen's undercombo when touched with a sword, it will change to the next combo in the list.
Slash->Next (Item)
This combo is the same as the Slash (->Item) combo, but instead of changing to the screen's undercombo when touched with a sword, it will change to the next combo in the list.
Tall Grass
Acts as a Slash->Item combo and Shallow Water combo combined. A 16x8 pixel effect appears on Link when walking here. Small graphics will fly out from it when slashed, usually leaves. Both of these graphics are set in Sprites/Misc (note that Tall Grass uses a different graphic to Shallow Water). It will also create an item in the "Bush/Grass Combos" Item Drop Set.

[edit] Screen State Types

These combos affect and are affected by Screen States.

Lock Block (Boss)
If pressed against while the player possesses the boss key, this combo and all others of its type, including the copycats, change into the next one on the list.
Lock Block (Boss, Copycat)
If a Boss Lock Block on the screen is pressed against while the player possesses the boss key, this combo changes into the next one on the list.
Lock Block (Normal)
If pressed against while the player possesses a key, this combo and all others of its type, including the copycats, changes into the next one on the list. A key will also be used.
Lock Block (Normal, Copycat)
If a Lock Block on the screen is pressed against while the player possesses a key, this combo changes into the next one on the list.
Treasure Chest (Boss)
Treasure Chest (Boss, Copycat)
Treasure Chest (Locked)
Identical to "Treasure Chest (Normal)", but opening it requires and expends one Key, and the "Treasure Chest (Locked)" Screen State is set. This combo is automatically opened if the screen's "Treasure Chest (Locked)" Screen State is already set.
Treasure Chest (Locked, Copycat)
Treasure Chest (Normal)
When Link walks upwards against the bottom of a Treasure Chest (Normal) combo, the combo will change to the next combo in the list, and the "Treasure Chest" Screen State is set. If the Treasure Chest (Normal) combo has flag 10, Armos->Item set to it, Link will recieve the screen's Secret Item when the combo changes. This flag placement is a throwback to when Treasure Chests were simulated with "Slash(->Item)" combos older versions of ZC. This combo is automatically opened if the screen's "Treasure Chest" Screen State is already set.
Treasure Chest (Normal, Copycat)
When a Treasure Chest (Normal) combo is activated on a screen with a Treasure Chest (Normal, Copycat) combo, it will also change to the next combo on the list, but it cannot be triggered itself.

[edit] Push Block Types

Note: none of these combos can be pushed unless a Push Combo Flag is placed on them!

Push (Heavy)
The Bracelet is required to move this combo.
Push (Heavy, Wait)
The Bracelet is required to move this combo, but it cannot be moved until all enemies have been rid from the screen and will play the screen's Secret Sound effect. It will always hesitate before moving.
Push (Very Heavy)
The Bracelet 2 is required to move this combo.
Push (Very Heavy, Wait)
The Bracelet 2 is required to move this combo, but it cannot be moved until all enemies have been rid from the screen and will play the screen's Secret Sound effect. It will always hesitate before moving.
Push (Wait)
No Bracelet is needed to move this combo, but it will hesitate (if the correct Quest Rule is checked), trigger secrets or stairs, and not be able to move until the enemies are cleared from the screen.

[edit] Screen-Wide Effect Types

Auto-Warp [A-D]
The Auto-Warp combo will warp Link to the given co-ordinates as soon as one is displayed on the screen. A-D is the reference to which warp will be used. Interestingly, the Auto-Warp combo will use the screen's corresponding Side-Warp, rather than the Tile-Warp.
Auto-Warp [Random]
As soon an Auto-Warp [Random] combo is displayed on the screen, it will select at random one of the screen's Side-Warps, and send Link to its destination.
Screen Freeze
While this combo is on the screen, the screen is frozen as if the "Messages Freeze All Action" rule was in effect.
Screen Freeze (FFCs Animate)
Identical to the above, except that FFCs will continue to move.

[edit] Save Types

Save Point
Press the "Start" button when Link is standing on this combo, and the Save menu appears. If the Continue screens have been disabled by a Quest Rule, these combos are the only way for Link to save his game.
Save-Quit Point

[edit] Obsolete Types

Trap (4-way, Line of Sight) 
Generates the lowest-numbered enemy with the "Spawned by '4-Way Trap' Combo Type/Flag" enemy data flag on this combo. Obsoleted by Combo Flag 34.
Trap (Horizontal, Constant) 
Generates the lowest-numbered enemy with the "Spawned by 'LR Trap' Combo Type/Flag" enemy data flag on this combo. Obsoleted by Combo Flag 35.
Trap (Horizontal, Line of Sight) 
Generates the lowest-numbered enemy with the "Spawned by 'Horz Trap' Combo Type/Flag" enemy data flag on this combo. Obsoleted by Combo Flag 32.
Trap (Vertical, Constant) 
Generates the lowest-numbered enemy with the "Spawned by 'UD Trap' Combo Type/Flag" enemy data flag on this combo. Obsoleted by Combo Flag 36.
Trap (Vertical, Line of Sight) 
Generates the lowest-numbered enemy with the "Spawned by 'Vert Trap' Combo Type/Flag" enemy data flag on this combo. Obsoleted by Combo Flag 33.
Win Game
Obsoleted by Flag 15 (Zelda).
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