Quest Rule
From ZCWiki
A quest rule is a miscellaneous, global quest setting that determines how a quest plays in Zelda Classic.
Each rule is a switch--it can be turned on or off, but not have additional values applied. In general, when a switch is left inactive, the quest will play similarly to the original NES Legend of Zelda, while active switches will allow the quest to deviate from the game. Some rules serve as fixes to bugs that were in the original game, some are included for purposes of compatibility with older versions of Zelda Classic, some address aesthetic issues, and others introduce entirely new behaviors.
The Quest Rules menu can be accessed through Quest->Rules. Note that in later beta builds the rules are further divided into the following categories: Animation, Combos, Items, Enemies, NES Fixes, and Other.
Contents |
[edit] 2.50 Rules List
This is the rules list for ZQuest Version 2.50.
- Each rule has its function briefly described.
- While rules from past versions may have had their names changed or been removed, the rules list has kept the same order of the rules within for all versions, even if they have been placed on different pages.
- For your convenience, 2.10 rule names, if different, have been placed after a slash proceeding the 2.50 name.
This list is not quite complete, but it's almost there. Please add the functions of rules if they are not listed, you have the time, and you know what they do. Thanks. ~ Happyman
[edit] Page 1
- Can't Push Blocks Onto Unwalkable Tiles/Solid Blocks
- Pushable blocks cannot be pushed onto combos that are unwalkable.
- Temporary No Return Disabled
- Fixes a bug in The Legend of Zelda where some enemies would not return when they were supposed to. In the NES game, Lanmolas stay dead until you exit the dungeon. Also, if you defeat every enemy in a room that has traps, they stay dead until you exit the dungeon. This rule disables this behavior.
- Enemies Always Return
- Enemies now return much faster. Killing all but one will not cause only one to appear on that screen, and all the enemies may reappear after exiting and immediately reentering the screen.
- Multi-Directional Traps
- Center traps may now strike in other directions, not just toward the center of the screen.
- BS-Zelda Animation
- Changes the number of Link's frames to three, redefining his tile positions, and also alters the animation of some other items, like the boomerang.
- Interpolated Fading
- Dark rooms no longer refer to the level palette to determine the colors in between their light state and dark state. The colors are instead automatically generated. The freed up space in the level palettes can now be used to implement palette cycling. A second CSet 2 row will also appear in the palette editor. Colors filled in here determine what colors in CSet 2 appear slightly when the room is completely dark.
- Fade CSet 5
- Dark rooms, fading between DMaps with different palettes, and other actions that darken the normal level csets will also affect CSet 5 with this rule.
- Fast Dungeon Scrolling
- Scrolling between screens in Dungeon DMaps is sped up approximately 5 times.
- No Level 3 CSet Fix
- When entering a DMap with a Level number of 3, no changes occur to CSet 6. This fixes the simulation of a bug in The Legend of Zelda.
- Cool Opening/Closing Wipes / Cool Scrolling
- Instead of the left and right sides of the screen closing inward when warping, a circle with center at the point of the warp rapidly shrinks until the screen is black.
- No Screen Scrolling
- When Link enters a different screen, Zelda Classic jump-cuts to the destination screen instead of smoothly scrolling between them. The advantage of this is that the designer is less obliged to make the adjacent combos of each screen transition into each other.
- Big Triforce Pieces
- The number of Triforce pieces needed is halved. See Level 9 Entrance.
- Unused
- This rule currently has no use.
- Fast Heart Refill
- When a fairy flag is touched, or when a Triforce piece is obtained, the refilling of hearts is about 3 times faster than it was in The Legend of Zelda (similar to ALttP).
- Leaving Item/Passage Room Doesn't Restart Music
- In The Legend of Zelda, when Link left a screen 80 or 81 item or passage room, the music would be reset. This rule stops the reset from happening.
- 3 or 6 Triforce Total
- The number of Triforce pieces needed is reduced from 8 to 6. If Big Triforce Pieces is also turned on, it is reduced from 4 to 3. See Level 9 Entrance.
[edit] Page 2
- Show Time on Subscreen
- The time spent playing the quest will now be displayed on the subscreen.
- Freeform Dungeons
- Removes the overhead border around screens in dungeon DMaps and the restriction of not being able to walk parallel to an edge of the screen you're close to. This doesn't remove the automatic walking of 2 combo lengths into each screen. Cave DMaps must be used to eliminate this.
- Must Kill All Bosses
- Fixes the bug where killing one enemy on a screen where the boss flag is set and then continuing will kill all enemies on that screen. This is extremely important for events.
- No Sprite Flicker
- Fixes the bug where sprites on the same row would flicker to overcome an NES limitation.
- Continue With Full Life (Obsolete)
- This rule no longer has a useful function.
- Raft/Ladder Fix
- The raft and ladder will have their sprites rotated 90 degrees when used in a horizontal motion.
- Show Secret Combo Hints When Using the Lens/Show Lens Hints
- The sprite for the item that can activate a secret combo shown by the Lens of Truth will be displayed, instead of just the combos themselves.
- Fix Link's Position in Dungeons
- Link's position in Dungeon DMaps was shown to be slightly higher than it actually was in the original Legend of Zelda. Checking this rule fixes that.
- Items Held Above Link's Head Continue to Animate/Animate Held Items
- Fixed the bug where items would stop animating when holding them in the air.
- Push Blocks Don't Move When Bumped/Hesitant Push Blocks
- Link must push blocks for 1 second before they will move. This is recommended to turn on. If left unchecked, blocks will move on contact, and sometimes a player cannot walk along a path without unintentionally pushing a block, which can cause a quest to be impossible.
- Hide Enemy-Carried Items
- Hides items carried by enemies, and fixes the bug where getting hit by an enemy would give you their item.
- FFCs are Visible While The Screen Is Scrolling
- FFCs will scroll with other sprites when Link transitions between two screens.
- Lens Shows Raft Paths
- The Lens of Truth reveals rafting routes.
- Smooth Vertical Scrolling
- The screen scrolls smoothly vertically instead of half-tile by half-tile as the original did due to a NES limitation.
- Enemies Don't Flash When Dying/No Flashing Enemy Death
- Removes enemy death animation.
- Link Isn't Hurt By Own Fire Weapons/Own Fire Doesn't Hurt
- The flames created from the Blue Candle, Red Candle, or Wand and Magic Book will not hurt Link, like in ALttP.
[edit] Page 3
- Link's Bombs Hurt Link/Bombs Hurt
- Causes bombs to hurt Link, much like in later Zelda games, Bombs will deal 2 hearts of damage to Link. Super Bombs will deal 8 hearts damage.
- Enemies Don't Randomly Drop Clocks/No Random Clocks
- Enemies will not randomly drop clocks.
- Darknut Shields Can Be Broken By The Hammer/Breakable Darknut Shields
- The hammer can break a Darknut's shield if Link and the Darknut are facing opposite directions when the hammer hits. This causes them to be vulnerable from all sides.
- Broken Darknut Shield Tiles
- New sprites will be substituted for the normal Darknut tiles when its shield is broken (requires New Enemy Tiles).
- Traps Can Move Across Entire Screen/Mean Placed Traps
- Traps placed by flags can move across the entire screen if unobstructed. If left unchecked, they will only move about the distance covered by 4 combos.
- Placed Traps Can Pass Through Enemies/Phantom Placed Traps
- Traps placed by flags will not bounce if they hit each other or an enemy.
- Messages Can Be Sped Up With The A Button/Allow Fast Messages
- Messages display at triple speed when you hold A.
- Walk-Affected Combos Are Linked Together/Linked Combos
- Normally, if Link walks between two same combo types, their properties will not trigger. This rule fixes that.
- No Fires in Special Rooms/No Guy Room Fires
- The fire graphics in rooms with guys will not be displayed.
- Healing Fairy Heart Ring Is Centered Around Link/Heart Ring Fix
- The heart ring that is displayed when a fairy flag is touched will be centered around Link's position, instead of the center of the screen.
- No Healing Fairy Heart Ring/No Heart Ring
- The heart ring that is displayed when a fairy flag is touched will not appear.
- Tunic Color Can Change On Overworld
- When Link is given a ring through a script, his color will change immediately.
- Sword/Wand Flip Fix
- Enable Magic
- Items such as the Lens of Truth will be made to use magic. Some enemies will drop magic jars.
- Medicine Doesn't Remove Bubble Jinxes/Non-Bubble Medicine
- Using a blue potion or red potion will not restore the player's use of the A or B button if they were taken away by a red bubble or red item bubble.
- Fairies Don't Remove Bubble Jinxes/Non-Bubble Fairies
- Grabbing a fairy will not restore the player's use of the A or B button if they were taken away by a red bubble or red item bubble.
[edit] Page 4
- Triforce Doesn't Remove Bubble Jinxes/Non-Bubble Triforce
- Getting a Triforce piece will not restore the player's use of the A or B button if they were taken away by a red bubble or red item bubble.
- Use New Enemy Tiles/New Enemy Tiles
- Enemy tile positions change from various places on page 0 and 1 to span a large amount of pages starting on page 6. A larger number of tiles can be defined for each enemy, opening up more graphical possibilities.
- Rope 2 Doesn't Flash/No Rope 2 Flashing
- Rope 2s use CSet 9. If left unchecked, they flash between CSets 6, 7, 8, and 9.
- Bubbles Don't Flash/No Bubble Flashing
- Bubbles and Item Bubbles use CSet 9. If left unchecked, they flash between CSets 6, 7, 8, and 9.
- Ghini 2 Flickers/Ghini 2 Flickering
- Ghini 2s will blink.
- Weapon Animation Fix
- Ghini 2 Is Transparent/Ghini 2 Translucency
- Ghini 2s will be partially transparent.
- New Boomerang/Hookshot
- The Boomerang and Hookshot physically drag items they hit towards Link, as in later Zelda games, and can also be used to block enemy projectiles.
- Melee Weapons Can't Pick Up Items/No Melee Weapon Grabbing
- Items such as the sword will not grab rupees or hearts dropped by enemies that they touch.
- Show Shadows
- Some enemies, such as Tektites, Peahats, or Keese, will have shadows underneath of them. The graphic of the shadow can be defined in the Sprites/Misc. menu item.
- Translucent Shadows
- The shadows shown under enemies will be partially transparent. See Show Shadows.
- Quick Sword
- The sword can be swung again before its animation is finished.
- Link Holds Special Bombs Over His Head/Bomb Hold Fix
- In The Legend of Zelda, Link will never hold the Bomb item over his head. This rule fixes that.
- Expanded Link Tile Modifiers/Full Link Tile Modifiers
- If this rule is checked, when Link picks up an item with a Link Tile Modifier, all of his sprites will be moved down the tile page by the specified amount, rather than just his walking animation tiles.
- Invincible Link Flickers
- Getting a Clock, or taking damage, made Link flash through different CSets. With this checked, he instead flickers. (Appears and disappears)
- Shadows Flicker
- The shadows shown under enemies will blink. See Show Shadows.
[edit] Page 5
- Flying Enemies Can Appear on Unwalkable Combos/Fliers Can Appear on Walls
- Flying enemies, such as Peahats or Keese, can appear on unwalkable combos.
- Bomb Explosions Don't Flash Palette/No Bomb Palette Flash
- The entire screen will not flash when a Bomb explodes.
- Transparent Nayru's Love Shield/Trans. N. Love Shield
- Makes the Shield Graphics of Nayru's Love transluscent.
- Nayru's Love Shield Flickers/N. Love Shield Flickers
- Makes the Shield Graphics of Nayru's Love Flicker.
- Combo Cycling On Layers
- Allows combo cycling to function on layers other than Layer 0.
- Full Priority Damage Combos
- Warps Ignore Arrival X/Y Position
- Slow Enemy Animation
- True Arrows
- Enables the Quivers and causes the number of arrows to be stored in a separate counter.
- No Saving When Continuing
- Skip Continue Screen
- When Link dies, and the game is over, Zelda Classic will return to the file select screen without offering the player the ability to continue.
- Enable 1/4 Heart Life Bar
- Enables the life bear to display quarter-heart quantities of life, not just halves.
- Use Warp Return Points Only
- If this rule is enabled, Zelda Classic will ignore the green continue marker and use the blue Warp A, Warp B, Warp C, and Warp D markers when warping. In this case, the Warp A marker also acts as the continue marker (for instance, when you specify the continue here point in a DMap). If this rule is disabled, Zelda Classic uses the green continue marker to determine where Link appears on a screen when he warps to it; the blue warp markers are ignored. Also see the "Use old-style warp detection" rule.
- Special Room Guys Don't Create A Puff When Appearing
- Guys in the room type "Special Item" don't puff into existence.
- Messages Can Be Bypassed With The B Button
- When a string appears on the screen, if the player presses the 'B' button, it will then dissapear.
- No Diving
- Link can't dive underwater.
[edit] Page 6
- Layers 1 And 2 Are Drawn Under Caves
- "Caves" refers to "Cave (Walk Down)" and "Cave (Walk Up)" combos. If this rule is checked, Link will be drawn above layers 1 and 2 when he walks down or up a Cave combo.
- Scrolling Warps Don't Set The Continue Point
- In older versions of Zelda Classic, when Link passed through a scrolling warp, the continue point was set to the screen he arrived on. This was an intended feature, but a little known one that many people mistook for a bug. This rule disables it.
- Smart Screen Scrolling
- Prevents Link from walking into an unwalkable combo from another screen. Is currently broken.
- Rings Affect Damage Combos
- This rule will cause the strength of a damage combo to be lessened by the damage factor of the ring, in effect making it like the damage taken from an enemy. With it off, damage combos will always remove the specified number of hearts, regardless of the ring.
- Allow 10 Rupee Drops
- Enemies can drop the 10 Rupee item as well as 5 and 1 rupees.
- Trap Position Fix
- Dark Rooms Stay Lit Only While Fire Is On Screen
- Self explanatory. Rooms will revert to the state they were in before Link used a Fire-generating item in the room.
- Use Old-Style Warp Detection
- ZC will ignore the B, C, and D warps, and everything associated with them. Also see the "Use Warp Return Points Only" rule.
- No Invisible Border On Non-Dungeon DMaps
- 1.90-Style Tribbles
- In Zelda Classic 1.90, Gel Tribbles would grow up into Zols, and not Zol Tribbles.
- Items Disappear During Hold-Up
- When Link holds up an item, all other items on the screen disappear.
- Enemies Jump/Fly Through Z-Axis
- With the implementation of the Roc's Feather, a Z-axis or height parameter had to be added. With this rule checked, jumping and flying enemies will move through the Z-axis instead of the Y-axis, during which they cannot be attacked unless Link is jumping.
- Can Safely Trigger Armos/Grave From The South
- Link can touch a Grave or Armos from the south end, without taking damage.
- More Sound Effects
- When this rule is checked, the following events will be accompanied with certain sound effects:
- Octoroks shooting Magic weapons
- Constant-moving Traps reversing direction
- Summoners summoning enemies (note: if rule is off, this will play SFX_FIRE instead)
- Pounding shallow water combos with the Hammer
- Slashing Tall Grass, Flowers or Bush combos.
- Pounding a Pound combo
- Spell rockets rising and falling
- Din's Fire flame ring expanding
- Using the Nayru's Love shield
- Using the Lens of Truth
- Using Farore's Wind
- Pushing a "Push" combo
- Whistle whirlwinds moving across the screen
- Enemy fireballs being shot
- Enemy rocks being shot
- Enemy boomerangs flying
- Boomerang/Hookshot Grabs All Items
- The Boomerang and Hookshot can grab screen items and special items, not just enemy item drops.
- Unused (?)
- This rule has no use.
[edit] Page 7
- Can Use Items/Weapons on Edge of Screen
- Unchecked, Link cannot use any items if he is less than 2 combos away from the edge of the screen.
- Messages Freeze All Action
- While a message string appears, ALL action is frozen, including animations.
- Flip Right-Facing Slash
- With this checked, Link can slash in all 4 Diagonal Directions.
- Slow Walk While Charging
- Link walks slowly while charging his sword for a spin attack.
- Wand Can't Be Used As Melee Weapon
- You can not use the Wand itself to damage enemies.
- Magic Mirror/Prism Combos Reflect Sword Beams
- The Magic Mirrors and Prisms do the same to Sword Beams that they do to Magic.
- Can Select A Button Weapon on Subscreen
- The sword is no longer the permanent A-Button Item, and you can select items, as in Link's Awakening. All items on the subscreen will remain in their same positions, so the subscreen must be edited to include the sword if this rule is checked.
- Lens Reveals Invisible Enemies
- Normally the Amulet reveals invisible enemies. With this checked, you can use the Lens of Truth to do the same, regardless of the amulet.
- Burn Flags Are Triggered Instantly
- Rather than wait for a flame to animate and disappear before the flag is triggered, the flag is triggered as soon as the Flame touches the combo. This also allows fiery Wand magic to trigger "Burn 3 (Wand)" flags without having to burst into flame first.
- Link Drowns in Walkable Water
- Just like in the Oracle games, if Link lacks the flippers, he will sink, take damage, and respawn right by the combo. This requires that Water combos are not solid or unwalkable.
- Messages Disappear
- The Text from a Message String Disappears after it has finished by pressing the A button. This DOES remove the invisible 5 combo tall wall that prevents Link from accessing the upper half of the room.
- Subscreen Appears Above Sprites
- In The Legend of Zelda, it is possible for Tektites and other creatures to momentarily jump into the passive subscreen region, where their sprites were drawn above it. This rule gives the passive subscreen priority over enemies.
- Correct Bomb/Darknut Interaction
- Normally, a shielded walking enemy will 'block' a bomb's explosion if the bomb's placement direction (that is, the direction Link was facing when he placed the bomb) is counter to the enemy's shield. This rule fixes this behavior.
- Correct Offset Enemy Weapon Collision Detection
- Magic Mirrors Reflect Whistle Whirlwinds
- With this rule checked, any Magic Mirror combos will reflect the Whistle's Whirlwind as well as Magic cast with the Wand and by Wizzrobes.
- Holding Up Items Doesn't Restart Music
- In The Legend of Zelda, holding up an item causes the music to stop, and then start again. This rule disables this behavior.
[edit] Obsolete Rules List
The functionality of each of these rules has been delegated to either the Item Editor, the Enemy Editor, the DMap Editor, or Init Data.
- 24 Heart Containers [removed for v2.50]
- The maximum amount of Heart Containers is increased from 16 to 24. Obsoleted by the item editor.
- Dodongo CSet Fix [removed for v2.50]
- Dodongos will use an Extra Sprite Palette CSet (the same one as Digdoggers) instead of CSet 8. This is one of the few rules that must be checked for standard Legend of Zelda play. Obsoleted by the Enemy Editor.
- Start With 999 Rupees [removed for v2.50]
- Somewhat of a misnomer. Obsoleted by Init data, this causes the player to start with the large wallet in effect, giving them a maximum of 999 rupees. This does not actually give them 999 rupees to start with.
- View Overworld Map [removed for v2.50]
- If the Map key, an additional control not in The Legend of Zelda, is pressed while on an Overworld DMap, it causes visited screens to appear on a large map, making it easier to find out where one is going and where one has not gone. Obsoleted by the DMap Editor which allows one to change the setting per DMap instead of globally.
- Continue With Full Life [removed for v2.50]
- When starting the quest, selecting quit and continue, or dying, the player will have all of his hearts filled, instead of the usual 3. Obsoleted by Initialization Data.
- Silver Arrow Sparkles [removed for v2.50]
- Causes the "Silver Arrow Sparkles" sprite to appear over the silver arrow when shot (set in Sprites/Misc). Obsoleted by the Item Editor.
- Golden Arrow Sparkles [removed for v2.50]
- Same, except using the "Golden Arrow Sparkles" sprite over the golden arrow instead (set in Sprites/Misc). Obsoleted by the Item Editor.
- Magic Boomerang Sparkles [removed for v2.50]
- Causes the "Magic Boomerang Sparkles" sprite to 4 tiles behind the magic boomerang when thrown (set in Sprites/Misc). Obsoleted by the Item Editor.
- Fire Boomerang Sparkles [removed for v2.50]
- Same, except with the "Fire Boomerang Sparkles" sprite and the fire boomerang (Set in Sprites/Misc). Obsoleted by the Item Editor.
- Can Keep Old Items [removed for v2.50]
- If Link loses an upgraded version of an Item, rather than losing that item permanently, Link will retain the Item 1 level lower than the Item he lost. Obsoleted by the Item Editor.
- Temporary Clocks [removed for v2.50]
- A clock's effect will only last for roughly 5 seconds. If left unchecked, it lasts until Link leaves the screen. Obsoleted by the Item Editor.
- Wand Uses Magic [removed for v2.50
- The wand will deplete magic when used. The magic book does not affect the consumption. Obsoleted by the Item Editor.
- Candle Uses Magic [removed for v2.50]
- The blue candle or red candle will deplete magic when used. Obsoleted by the Item Editor.
- Boots Use Magic [removed for v2.50]
- If the player steps on a damage combo while he possesses the boots, he normally does not take damage. With this rule checked, the player requires magic to sustain the effect of boots. The amount of magic that the boots consume is high. Obsoleted by the Item Editor.
- No Potion Combining [removed for v2.50]
- If a blue potion is obtained while the player possesses a blue potion, it will not become a red potion. Obsoleted by the Item Editor.
- Trans. N. Love Rocket [removed for v2.50]
- The Projectiles fired from either side of Link when Nayru's Love is activated become translucent. Obsoleted by the Item Editor.
- N. Love Rocket Flickers [removed for v2.50]
- Lets the spell Nayru's Love trail flicker or becomes translucent. Obsoleted by the Item Editor.
