Item Editor

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Version-2.50.png The information below describes features introduced in Zelda Classic version 2.50.

The Item Editor is a tool found in ZQuest that allows a quest builder to define his or her own items and modify the existing ones. The editor can be accessed by selecting an item from the item list found under the Quest menu. Only a limited number of items are defined by default; to create a new one, a quest builder can select an unused item slot (either "Custom Item ##" near the beginning or "zz###" towards the end) continue to name it and set its attributes. There is a limit of 256 distinct items per quest, numbered from '0' to '255'.

Selecting an Item

ItemEditor SelectItem.png

Upon selecting the Item Editor, you have access to the 256 item slots available in your quest. Single clicking on an item displays what the item looks like on the righthand side. Double clicking the item or pressing the Edit button brings up the Item Editor proper.

The Editor

The options within the editor are explained below.


The Data tab of the Item Editor while viewing the default Magic Sword item.

On this page you set the basic properties of the item.

Give your item a name. The name of the item appears in the Subscreen's 'Selected Item Name' element whenever this item is selected.
Select the type of item. Use the Custom Item Class classes to define a class for scripted items. These classes cannot be internally modified, but instead are used to link items together for use on the subscreen editor, or when upgrading/downgrading. The zz### classes are additional custom item classes that you may use, if you exhaust the twenty standard Custom Item Class, classes. Also, the 'Bow and Arrow' and 'Letter or Potion' item classes are intended for use in subscreens only and shouldn't be used for custom items.
The level of the item within its class. Generally, the higher the level, the more powerful the item. For instance, the Wooden Sword is level 1, and the White Sword level 2. This also sets the 'Power' for weapons set to a power of '0', against enemies flagged Damaged by Power 0 Weapons. In this case, the item 'Level' is treated as if it was the item 'Power'.
A general value that notes the effectiveness of the item.
Swords, Boomerangs, Arrows, Candles, Wands, Hookshots, Hammers, Din's Fire, Bombs, and Super Bombs: This is how much damage, in 2HP increments, is subtracted from enemies' HP when used. If set to 0, it merely stuns the enemy. But if the enemy is damaged by power 0 weapons, then the damage is determined by the item's level. In the case of candles and the wand (if Link has the Magic Book), this is also how much damage, in half-hearts, is done to Link if he is damaged (unless a certain quest rule is checked to prevent Link from being hurt by his own fire), and in the case of bombs (with the bombs hurt rule checked), this is also how much damage, in full hearts, is done to Link if he is damaged.
Rings: The amount that damage done to Link is divided by. A power of 2 would cut damage in half, a power of 4 would cut it to a quarter, etc.
Bracelets: The level of push block that it allows Link to move. Currently, there are only two levels of heavy push blocks.
Boots: The level of Damage Combo that it resists. A power of 1 would cause the boots to only protect Link from 1/2 Heart Damage Combos, a power of 2 would also protect Link from 1 Heart Damage Combos, and so on.
Roc Items: The jump height modifier. When Link uses the item, his upward velocity (known in ZScript as Link->Jump) is set to 0.8 times this value.
Spin Attack Scrolls, Hurricane Spin Scrolls, Quake Hammer Scrolls, and Super Quake Scrolls: The attack damage modifier. When the scroll's attack is used, this is the amount by which the original slash or pound would have done. A power of 2 makes the attack inflict double damage, a power of 4 makes it inflict quadruple damage, etc.
Bomb Bags, Quivers, and Wallets: If this value equals 1, then the container can carry an infinite supply of its respective item. Values greater than 1 are reserved for future expansion and shouldn't be used.
Magic Keys: The (minimum) dungeon level that this key works in. The dungeon's level is set via the DMap.
Ladders: In The Legend of Zelda, the ladder can only be used to cross a gap in two directions. If this value equals two, however, Link can move in all four directions while using the ladder. Values greater than 2 are reserved for future expansion and shouldn't be used.
Whisp Rings: The jinx timeout divisor. If the power is 2, then the amount of time that Link remains jinxed by a Bubble is cut in half.
Cane of Byrna: The beam damage.
Stones of Agony: The sensitivity of the stone. The less sensitive it is, the closer Link must be to the secret before the stone activates.
Misc. Attributes 1-10 and Misc. Flags 1-5
These are different, customizable options dependent upon the item's class. Infomation about them can be found on the Item Misc. Attributes page.
Equipment Item (checkbox) 
Set this for items Link can hold in his inventory. Note that this cannot be set for Hearts, Arrow Ammo etc.. An item must be marked as an Equipment Item to be visible on the subscreen.
Pressing this button will reset the item's properties to their original values. It will not reset graphics and the item's name.


The GFX tab of the Item Editor while viewing the default Red Ring item.

Here you set the item's appearance. It was the only tab available in older versions and did not include the "If Possible, Use Slash Tiles" option.

Flash CSet 
The CSet that this item flashes to when the "Flash" checkbox is checked. Note that CSets 2, 3, 4, and 9 are dependent upon level palette.
Animation Frames 
The number of frames this item uses to animate. Set to 0 or 1 for no animation.
Animation Speed 
How fast this item animates. The higher the number, the slower the item animates.
Initial Delay 
The amount of time, in frames, that this item "waits" before animating. This cycles endlessly with the rest of the animation.
Link Tile Modification 
The number of tiles that all of Link's tiles shift by when this item is picked up. If this number were set to 20, then all of the Link tiles would reset to 20 right of their original positions in the tile pages. If it were -20, then all Link tiles would shift left 20 tiles. Link Tile Modifications are cumulative.
Tile Image 
Click here to select a new tile.
Flash (checkbox) 
Turn flashing when Link picks up the item on or off.
2-Hand (checkbox) 
Link uses both hands to lift up this item.
Brings up a new dialogue that lets the user preview the animation cycle for the item.



This page determines what happens when you pick up this item. ZC has several internal counters for things like Link's hearts, rupees, arrows etc. Which ones are affected can be determined on this page.

Counter Reference 
Which counter this item uses. This is a drop-down menu with 32 entries plus 'None', and includes 25 Script counters, that you may self-define.
Gradual (checkbox) 
If this is selected, the counter will slowly fill when picking up an item that increases it by more than '1'. See: List of Counters
 --> Formerly Read: This is a technicality. Set it according to the "List of Counters" below.
Increase Amount 
For items like bombs, rupees or keys this tells you how much you gain. For instance, the 100-rupee item has this set to 100. Set to 0 if you don't use a counter.
Increase Counter Max 
How much the maximum actually increases. For instance, if this is a wallet and you set Full Max to 500 and +Max to 500, you can carry up to 500 rupees in total. If you instead set this to 50, you can carry 50 more than you could before.
But Not Above 
The highest your maximum can get when you collect the item. The only time when you would want this higher than +Max would be with items which you would collect more than once, like Heart Containers. Set to 0 if you don't need to change the maximum. This setting is for items like quivers, wallets or bomb bags which don't change the number of items (arrows) you have, but the maximum you can carry.
which sound slot plays when you pick up this item.
Hearts Required 
When trying to pick this item via the room's Special Item, Link will need this many hearts or he will not be able to do so. Note that it does not affect Link trying to pick up the room's Item unless the quest rule 'Hearts required affect non-special items' is turned on. Leave this value blank or as 0 to disable.
Keep Lower Level Items 
If Link had previously collected lower-level items of the same class, then the lower-level items are not removed from his inventory when this item is collected.
Gain All Lower Level Items 
When Link collects this item, all lower-level items of the same class are added to his inventory. This means that if this item is destroyed or eaten, Link will revert to the next highest item of the same class. (Note: If the lower-level item is removed elsewhere, this reversion behaviour will fail.).
Can be eaten by Enemies 
If Link is engulfed by any enemy that can eat items, this item will be removed from his inventory if he doesn't escape quickly enough.
Upgrade Item when collected twice 
Getting two of this item gives one of the same class but higher level. In The Legend of Zelda, collecting a Blue Potion while already possessing a Blue Potion would cause Link to obtain a Red Potion. Note: This is not a cumulative stacking effect. If you define a Level 3 potion, collecting three Level 1 potions does not grant a Level 3 potion; but collecting two Level 2 potions does. This upgrades to the next highest level, only when a second instance of the present level of item is added into Link's inventory.


This page controls what happens when this item is used.

Depletes the magic counter by this value whenever the item is used. If Link does not have enough magic, the item will not do anything. If this value is set to 0, then no magic is used by this item. Note that the following items constantly drain Link's magic (or rupees, if the Use Rupees Instead of Magic flag is checked) until deactivated: Lens of Truth, Boots, Cane of Byrna.
Notes the sound slot that plays when this item is used. If this value is set to 0, then no sound will play. Sound slots can be assigned with the SFX Editor. At the current version of ZQuest, some items' sounds are defined, and others are not.
Remove Item When Used (checkbox) 
When this box is checked, the item is removed from Link's inventory when he uses it. This checkbox is mainly used for Potions and other non-permanent equipment items.
Uses Rupees Instead of Magic (checkbox) 
When checked, this item deducts an amount of rupees equal to the number set in the "Magic" box.
Weapon 1-10 
The graphics that this item displays when used. At the current version of ZQuest, some items' graphic slots are labeled, and others are not.



This page determines some variables and values set for the purposes of using ZScript or ZASM. There are 10 arguments- D (Data) Arguments 0-7 and A (Address) Arguments 1 and 2.

The two A (Address) arguments are used by ZASM only.

Pickup Script 
Run a script when the item is picked up. Note: it runs before everything else (such as counter increments) does. See compiling scripts and assigning scripts (ZScript) for details on how to compile and use scripts with items.
Action Script 
Notes the number of the script to be run when Link uses the item. If set (none), then no script will run. See compiling scripts and assigning scripts (ZScript) for details on how to compile and use scripts with items.


List of Counters

This is a list of the standard counters in ZC. Check the Gradual checkbox (on the Pickup Tab) only for counters marked as such.

                --> Which counters may not be gradual?

0: Life.

1: Rupees. Uses DCounter.

2: Bombs.

3: Arrows.

4: Magic. Uses DCounter.

5: Keys.

6: Super Bombs.

7-31: Script 1-25, respectively.

See Also