Combo Flag

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A combo flag is a special property that can be applied to one or more combos.

Purpose

Combo flags can be used for many different purposes, including but not limited to:

  • Revealing secret combos after a certain action has been completed
  • Defining push block behavior
  • Defining areas where enemies will or will not spawn

Difference from Combo Types

Combo flags should not be confused with Combo Types, although they are very similar. Combo Types, accessible by editing a combo, generally affect the characteristics of the terrain that combo is used for, while flags usually define miscellaneous properties and can be selected using the Tools->Flags menu, then placed over other combos. In this way, a combo may have both a Combo Type and a Combo Flag simultaneously. Flags that are included with a combo and not manually placed are called inherent flags.

Placing Flags

Normal flags are placed in ZQuest using the Tools/Flags menu item or the hotkey F8. This brings up the flags dialog where you select a flag to place. You then enter flag placing mode: click on a combo to place the flag selected on it. The Escape key exits flag placing mode again. To remove a flag, select flag 0 in the flags dialog and place that on the combo. The hotkey F displays flags on the current screen.

Flags and secrets go hand in hand - the Data/Secret Combos menu option opens the secrets dialog. Flags can be used to trigger secrets on the screen, which in turn affect other flags.

Flagging Secret Combos is done by holding the Control (or Command) key while clicking on a combo in the secrets dialog. This allows you to set flags on combos that appear when secrets trigger, making it possible to have Tiered Secrets.

Inherent Flags

An inherent flag is a flag that is assigned to a combo in the same way as a combo type is. Inherent flags allow for two flags to be present on the same space at the same time.

All flags work correctly when used inherently.

List of Combo Flags

~ I have also listed the 2.10 names of many of the combo flags from 1-90. - XMuppetSB

Trigger Flags

A type of Combo Flag that can trigger Screen Secrets if a certain weapon touches it or a certain condition is met. When Screen Secrets are triggered, these flags are replaced with Secret Combos. The following flags are Trigger Combo Flags:

0 None 
No combo flag; an ordinary run of the mill combo. Nothing special here, keep looking.
    -->ZScript Constant: CF_NONE
1 Push Block (Vertical, Trigger) (2.5)/Push (Vertical, Once) (2.10)
Allows Link to push the combo up or down once, triggering Screen Secrets (or just the "Stairs" secret combo).
    -->ZScript Constant: CF_PUSHUPDOWN
2 Push Block (4-Way, Trigger) (2.5)/Push (4-Way, Once) (2.10)
Allows Link to push the combo in any direction once, triggering Screen Secrets (or just the "Stairs" secret combo).
    -->ZScript Constant: CF_PUSH4WAY
3 Whistle Trigger
Trigger secret tile 16-31 when Link plays the Whistle on this combo.
    -->ZScript Constant: CF_WHISTLE
4 Burn Trigger [2.5]/Burn 1 [2.10] (Any) 
Makes the combo trigger when Link touches it with fire from any source (candles, wand, Din's Fire, etc.) When Screen Secrets are triggered, this is replaced with the "Blue Candle" Secret Combo.
    -->ZScript Constant: CF_CANDLE1
5 Arrow Trigger [2.5]/Arrow 1 [2.10] (Any) 
Will be triggered with level 1 (Wooden) arrows or higher. When Screen Secrets are triggered, this is replaced with the "Wooden Arrow" Secret Combo.
    -->ZScript Constant: CF_ARROW
6 Bomb Trigger (Any) 
Makes the combo trigger when a bomb explodes in range of it. When Screen Secrets are triggered, this is replaced with the "Bomb" Secret Combo.
    -->ZScript Constant: CF_BOMB
7 Fairy 
THis acts as a fairy fountain, and replenishes Link;s health (100%).
    -->ZScript Constant: CF_FAIRY
8 Raft Path (Dock?) 
Sets the launch point, and landing point, on a raft path.
    -->ZScript Constant: CF_RAFT
9 Armos w/Screen Secret 
Sets an armos with a secret combo. This replicates the Armos->Stairs behaviour in The Legend of Zelda, and when triggered, this combo is replaced with the Stairs secret combo.
    -->ZScript Constant: CF_ARMOSSECRET
10 Armos w/Item 
This creates an item, under where an armos is placed, when activated. If used on a chest [2.5], when the chest is opened, the player will receive the item. Set the item with Screen->Item.
    -->ZScript Constant: CF_ARMOSITEM
11 Bomb (Super) 
Makes the combo trigger when a Super bomb explodes in range of it. When Screen Secrets are triggered, this is replaced with the "Super Bomb" Secret Combo.
    -->ZScript Constant: CF_SBOMB
12 Raft Path Branch 
Sets a spot where the player may press a directional button to change raft paths.
    -->ZScript Constant: CF_RAFTBRANCH
13 Dive->Item 
When diving on this combo, the player is given the item specified in Screen->Item. The combo type must be water, and swimming must be enabled. The player must also have the flippers, in order to dive.
    -->ZScript Constant: CF_DIVEITEM
14 Not defined in ZQuest.
15 Zelda 
Sets a Zelda - Win Game point. Used for 2.10 (and earlier) quest compatibility.
    -->ZScript Constant: CF_ZELDA
16 Secret Combo 0 
The combo becomes the combo set in Screen->Secrets as Secret Combo 0 (16) when a secret is triggered.
    -->ZScript Constant: CF_SECRETS01
17 Secret Combo 1 
The combo becomes the combo set in Screen->Secrets as Secret Combo 1 (17) when a secret is triggered.
    -->ZScript Constant: CF_SECRETS02
18 Secret Combo 2 
The combo becomes the combo set in Screen->Secrets as Secret Combo 2 (18) when a secret is triggered.
    -->ZScript Constant: CF_SECRETS03
19 Secret Combo 3 
The combo becomes the combo set in Screen->Secrets as Secret Combo 3 (19) when a secret is triggered.
    -->ZScript Constant: CF_SECRETS04
20 Secret Combo 4 
The combo becomes the combo set in Screen->Secrets as Secret Combo 4 (20) when a secret is triggered.
    -->ZScript Constant: CF_SECRETS05
21 Secret Combo 5 
The combo becomes the combo set in Screen->Secrets as Secret Combo 5 (21) when a secret is triggered.
    -->ZScript Constant: CF_SECRETS06
22 Secret Combo 6 
The combo becomes the combo set in Screen->Secrets as Secret Combo 6 (22) when a secret is triggered.
    -->ZScript Constant: CF_SECRETS07
23 Secret Combo 7 
The combo becomes the combo set in Screen->Secrets as Secret Combo 7 (23) when a secret is triggered.
    -->ZScript Constant: CF_SECRETS08
24 Secret Combo 8 
The combo becomes the combo set in Screen->Secrets as Secret Combo 8 (24) when a secret is triggered.
    -->ZScript Constant: CF_SECRETS09
25 Secret Combo 9 
The combo becomes the combo set in Screen->Secrets as Secret Combo 9 (25) when a secret is triggered.
    -->ZScript Constant: CF_SECRETS10
26 Secret Combo 10 
The combo becomes the combo set in Screen->Secrets as Secret Combo 10 (26) when a secret is triggered.
    -->ZScript Constant: CF_SECRETS11
27 Secret Combo 11 
The combo becomes the combo set in Screen->Secrets as Secret Combo 11 (27) when a secret is triggered.
    -->ZScript Constant: CF_SECRETS12
28 Secret Combo 12 
The combo becomes the combo set in Screen->Secrets as Secret Combo 12 (28) when a secret is triggered.
    -->ZScript Constant: CF_SECRETS13
29 Secret Combo 13 
The combo becomes the combo set in Screen->Secrets as Secret Combo 13 (29) when a secret is triggered.
    -->ZScript Constant: CF_SECRETS14
30 Secret Combo 14 
The combo becomes the combo set in Screen->Secrets as Secret Combo 14 (30) when a secret is triggered.
    -->ZScript Constant: CF_SECRETS15
31 Secret Combo 15 
The combo becomes the combo set in Screen->Secrets as Secret Combo 15 (31) when a secret is triggered.
    -->ZScript Constant: CF_SECRETS16
32 Horizontal Trap 
A horizontal trap will spawn on this combo. This trap moves when link is in its line of sight.
    -->ZScript Constant: CF_TRAPH
33 Vertical Trap 
A vertical trap will spawn on this combo. This trap moves when link is in its line of sight.
    -->ZScript Constant: CF_TRAPV
34 Four-Way Trap 
A four-way trap will spawn on this combo. This trap moves when link is in its line of sight.
    -->ZScript Constant: CF_TRAP4WAY
35 Constant Horizontal Trap 
A horizontal trap will spawn on this combo. This trap is constantly moving, back and forth, left and right.
    -->ZScript Constant: CF_TRAPLR
36 Constant Vertical Trap 
A vertical trap will spawn on this combo. This trap is constantly moving, back and forth, up and down.
    -->ZScript Constant: CF_TRAPUD
37 Enemy 0 
The first enemy in the Screen->Enemies list will spawn here.
    -->ZScript Constant: CF_ENEMY0
38 Enemy 1 
The second enemy in the Screen->Enemies list will spawn here.
    -->ZScript Constant: CF_ENEMY1
39 Enemy 2 
The third enemy in the Screen->Enemies list will spawn here.
    -->ZScript Constant: CF_ENEMY2
40 Enemy 3 
The fourth enemy in the Screen->Enemies list will spawn here.
    -->ZScript Constant: CF_ENEMY3
41 Enemy 4 
The fifth enemy in the Screen->Enemies list will spawn here.
    -->ZScript Constant: CF_ENEMY4
42 Enemy 5 
The sixth enemy in the Screen->Enemies list will spawn here.
    -->ZScript Constant: CF_ENEMY5
43 Enemy 6 
The seventh enemy in the Screen->Enemies list will spawn here.
    -->ZScript Constant: CF_ENEMY6
44 Enemy 7 
The eighth enemy in the Screen->Enemies list will spawn here.
    -->ZScript Constant: CF_ENEMY7
45 Enemy 8 
The ninth enemy in the Screen->Enemies list will spawn here.
    -->ZScript Constant: CF_ENEMY8
46 Enemy 9 
The tenth enemy in the Screen->Enemies list will spawn here.
    -->ZScript Constant: CF_ENEMY9
47 Push Block(Horiz, Once, Trigger) (2.5)/Push (Horizontal, Once) (2.10)
Allows Link to push the combo left or right once, triggering Screen Secrets (or just the "Stairs" secret combo). Other blocks follow this same pattern for screen secrets, as stated for each flag.
    -->ZScript Constant: CF_PUSHLR
48 Push Block (Up, Once, Trigger) (2.5)/Push (Up, Once) (2.10) 
Push up, only once; triggers secrets
    -->ZScript Constant: CF_PUSHUP
49 Push Block (Down, Once, Trigger) (2.5)/Push (Down, Once) (2.10) 
Push down, only once; triggers secrets.
    -->ZScript Constant: CF_PUSHDOWN
50 Push Block (Left, Once, Trigger) (2.5)/Push (Left, Once) (2.10) 
Push left, only once, triggers secrets.
    -->ZScript Constant: CF_PUSHLEFT
51 Push Block (Right, Once, Trigger) (2.5)/Push (Right, Once) (2.10) 
Push right, only once; triggers secrets.
    -->ZScript Constant: CF_PUSHRIGHT
52 Push Block (Up, or Down, Once, No Trigger) 
Push up, or down, only once. Does not trigger secrets.
    -->ZScript Constant: CF_PUSHUPDOWNNS
53 Push Block (Left, or Right, Once, No Trigger) 
Push left, or right, only once. Does not trigger secrets.
    -->ZScript Constant: CF_PUSHLEFTRIGHTNS
54 Push Block (Four-Way, Once, No Trigger) 
Push in any direction, only once. Does not trigger secrets.
    -->ZScript Constant: CF_PUSH4WAYNS
55 Push Block (Up, Once, No Trigger) 
Push up, only once. Does not trigger secrets.
    -->ZScript Constant: CF_PUSHUPNS
56 Push Block (Down, Once, No Trigger) 
Push down, only once. Does not trigger secrets.
    -->ZScript Constant: CF_PUSHDOWNNS
57 Push Block (Left, Once, No Trigger) 
Push left, only once. Does not trigger secrets.
    -->ZScript Constant: CF_PUSHLEFTNS
58 Push Block (Right, Once, No Trigger)
Push right, only once. Does not trigger secrets.
    -->ZScript Constant: CF_PUSHRIGHTNS
59 Push Block (Up, or Down, Multiple Push) 
Push up, or down, unlimited number of times. Does not trigger secrets.
    -->ZScript Constant: CF_PUSHUPDOWNINS
60 Push Block (Left, or Right, Multiple Push) Push left, or right, unlimited number of times. Does not trigger secrets.
    -->ZScript Constant: CF_PUSHLEFTRIGHTINS
61 Push Block (Four-way, Multiple Push) 
Push in any direction, unlimited number of times. Does not trigger secrets.
    -->ZScript Constant: CF_PUSH4WAYINS
62 Push Block (Up, Multiple Push) 
Push op, unlimited number of times. Does not trigger secrets.
    -->ZScript Constant: CF_PUSHUPINS
63 Push Block (Down, Multiple Push) 
Push down, unlimited number of times. Does not trigger secrets.
    -->ZScript Constant: CF_PUSHDOWNINS
64 Push Block (Left, Multiple Push) 
Push left, unlimited number of times. Does not trigger secrets.
    -->ZScript Constant: CF_PUSHLEFTINS
65 Push Block (Right, Multiple Push) 
Push right, unlimited number of times. Does not trigger secrets.
    -->ZScript Constant: CF_PUSHRIGHTINS
66 Block Trigger 
Pushing blocks (any, but typically flags 59-65) onto ALL Block Triggers will trigger Screen Secrets (or just the "Stairs" secret combo).
    -->ZScript Constant: CF_BLOCKTRIGGER
    -->This entry needs a how-to link (How to: Block Puzzles).
67 Push Block (No Blocks) 
No blocks may be pushed onto this combo.
68 Boomerang Trigger (Any) [2.5]/ Boomerang 1 [2.10] (Any) 
Will be triggered by the level 1 (Wooden) boomerang or higher. When Screen Secrets are triggered, this is replaced with the "Wooden Boomerang" Secret Combo.
    -->ZScript Constant: CF_BRANG1
69 Boomerang Trigger (L2+) [2.5]/ Boomerang 2 [2.10] (Any)(Magic +) 
Will be triggered by the level 2 (Magic) boomerang or higher. When Screen Secrets are triggered, this is replaced with the "Magic Boomerang" Secret Combo.
    -->ZScript Constant: CF_BRANG2
70 Boomerang Trigger (L3+) [2.5]/ Boomerang 3 [2.10] (Any)(Fire) 
Will be triggered by the level 3 (Fire) boomerang or higher. When Screen Secrets are triggered, this is replaced with the "Fire Boomerang" Secret Combo.
    -->ZScript Constant: CF_BRANG3
71 Arrow Trigger (L2+) [2.5]/ Arrow 2 [2.10] (Silver +) 
Will be triggered by the level 2 (Silver) arrows or higher. When Screen Secrets are triggered, this is replaced with the "Silver Arrow" Secret Combo.
    -->ZScript Constant: CF_ARROW2
72 Arrow Trigger (L3+) [2.5]/ Arrow 3 [2.10] (Golden) 
Will be triggered by the level 3 (Golden) arrows or higher. When Screen Secrets are triggered, this is replaced with the "Golden Arrow" Secret Combo.
    -->ZScript Constant: CF_ARROW3
73 Burn Trigger (Candle 2) [2.5]/Burn 2 [2.10] (Red Candle +) 
Will be triggered by fire from the Red Candle, the Magic Wand (fire only, not magic) or Din's Fire. When Screen Secrets are triggered, this is replaced with the "Red Candle" Secret Combo.
    -->ZScript Constant: CF_CANDLE2
74 Burn Trigger (Wand+Book) [2.5]/Burn 3 [2.10] (Wand Fire) 
Will be triggered by fire from the Magic Wand (fire only, not magic) or Din's Fire. When Screen Secrets are triggered, this is replaced with the "Wand Fire" Secret Combo.
    -->ZScript Constant: CF_WANDFIRE
75 Burn Trigger (Din's Fire) [2.5]/Burn 4 [2.10] (Din's Fire) 
Will only be triggered by fire from Din's Fire, nothing less. When Screen Secrets are triggered, this is replaced with the "Din's Fire" Secret Combo.
    -->ZScript Constant: CF_DINSFIRE
76 Magic Trigger (Wand) 
Will be triggered by any magic from the Magic Wand. When Screen Secrets are triggered, this is replaced with the "Wand Magic" Secret Combo.
    -->ZScript Constant: CF_WANDMAGIC
77 Magic Trigger (Reflected) 
Will be triggered by magic that has been reflected (by Mirrors, Prisms or the Mirror Shield) from any source. When Screen Secrets are triggered, this is replaced with the "Reflected Magic" Secret Combo.
    -->ZScript Constant: CF_REFMAGIC
78 Fireball Trigger (Reflected) 
Will be triggered by an enemy fireball that has been reflected by the Mirror Shield. When Screen Secrets are triggered, this is replaced with the "Reflected Fireball" Secret Combo.
    -->ZScript Constant: CF_REFFIREBALL
79 Sword Trigger (Any) [2.5]/Sword 1 [2.10] (Any) 
Will be triggered by the level 1 (Wooden) sword or higher. When Screen Secrets are triggered, this is replaced with the "Sword" Secret Combo.
    -->ZScript Constant: CF_SWORD1
80 Sword Trigger (L2+) [2.5]/Sword 2 [2.10] (White +) 
Will be triggered by the level 2 (White) sword or higher. When Screen Secrets are triggered, this is replaced with the "White Sword" Secret Combo.
    -->ZScript Constant: CF_SWORD2
81 Sword Trigger (L3+) [2.5]/Sword 3 [2.10] (Magic +) 
Will be triggered by the level 3 (Magic) sword or higher. When Screen Secrets are triggered, this is replaced with the "Magic Sword" Secret Combo.
    -->ZScript Constant: CF_SWORD3
82 Sword Trigger (L4+) [2.5]/Sword 4 [2.10] (Master) 
Will only be triggered by the level 4 (Master) sword or higher. When Screen Secrets are triggered, this is replaced with the "Master Sword" Secret Combo.
    -->ZScript Constant: CF_SWORD4
83 Sword Beam Trigger (Any) [2.5]/Sword Beam 1 [2.10] (Any) 
Will be triggered by beams from the level 1 (Wooden) sword or higher. When Screen Secrets are triggered, this is replaced with the "Sword Beam" Secret Combo.
    -->ZScript Constant: CF_SWORD1BEAM
84 Sword Beam Trigger (L2+) [2.5]/Sword Beam 2 [2.10] (White +) 
Will be triggered by beams from the level 2 (White) sword or higher. When Screen Secrets are triggered, this is replaced with the "White Sword Beam" Secret Combo.
    -->ZScript Constant: CF_SWORD2BEAM
85 Sword Beam Trigger (L3+) [2.5]/Sword Beam 3 [2.10] (Magic +) 
Will be triggered by beams from the level 3 (Magic) sword or higher. When Screen Secrets are triggered, this is replaced with the "Magic Sword Beam" Secret Combo.
    -->ZScript Constant: CF_SWORD3BEAM
86 Sword Beam Trigger (L4+) [2.5]/Sword Beam 4 [2.10] (Master) 
Will only be triggered beams from by the level 4 (Master) sword or higher. When Screen Secrets are triggered, this is replaced with the "Master Sword Beam" Secret Combo.
    -->ZScript Constant: CF_SWORD4BEAM
87 Hookshot Trigger
Will be triggered by striking it with the top of the Hookshot. When Screen Secrets are triggered, this is replaced with the "Hookshot" Secret Combo.
    -->ZScript Constant: CF_HOOKSHOT
88 Wand Trigger
Will be triggered by striking it with the (melee portion of the) Magic Wand; NOT its magic! When Screen Secrets are triggered, this is replaced with the "Wand" Secret Combo. For Wand Magic, use Combo Flag 76.
    -->ZScript Constant: CF_WAND
89 Hammer Trigger
Will be triggered by pounding it with the Hammer. When Screen Secrets are triggered, this is replaced with the "Hammer" Secret Combo.
    -->ZScript Constant: CF_HAMMER
90 Strike Trigger
Will be triggered by just about any weapon or projectile Link could throw at it. When Screen Secrets are triggered, this is replaced with the "Any Weapon" Secret Combo. The following weapons cannot trigger this flag: Sword Beam, Flame, Stomp Boots, Cane of Byrna.
    -->ZScript Constant: CF_STRIKE
91 Block Hole ( Block->Next) 
When a block is pushed onto this combo, it advances to the next combo. This is ordinarily used to push a block into a put, filling the pit.
    -->ZScript Constant: CF_BLOCKHOLE
92 Fairy Ring (Magic) 
Touching this combo refills Link's Magic (100%).
    -->ZScript Constant: CF_MAGICFAIRY
93 Fairy Ring (All) 
Touching this combo refills both Link's Life, and Magic (each 100%).
    -->ZScript Constant: CF_ALLFAIRY
94 Trigger -> self-only.
    -->ZScript Constant: CF_SINGLE
    -->Needs sub-chapter. 
95 Trigger -> Self, Secret Tiles 
Triggers secret 16.
    -->ZScript Constant: CF_SINGLE16
    -->Needs sub-chapter. 
96 No enemies 
NPC Enemies will not walk, fly, or hover, or move, onto this combo.
    -->ZScript Constant: CF_NOENEMY
    -->Do keese, floating wizrobes, and peahats obey this?
97 No Ground Enemies
Walking, and hopping enemies will not move onto this combo. Flying enemies may fly here.
    -->ZScript Constant: CF_NOGROUNDENEMY
    -->Do vires, and pols voice obey this?
    -->Are wizrobes treated as 'ground enemies'?
98 Script 1 
This is a general-purpose, undefined, combo flag, that you may define for use with scripts (1 of 5).
    -->ZScript Constant: CF_SCRIPT1  
99 Script 2 
This is a general-purpose, undefined, combo flag, that you may define for use with scripts (2 of 5).
    -->ZScript Constant: CF_SCRIPT2
100 Script 3 
This is a general-purpose, undefined, combo flag, that you may define for use with scripts (3 of 5).
    -->ZScript Constant: CF_SCRIPT3
101 Script 4 
This is a general-purpose, undefined, combo flag, that you may define for use with scripts (4 of 5).
    -->ZScript Constant: CF_SCRIPT4
102 Script 5 
This is a general-purpose, undefined, combo flag, that you may define for use with scripts (5 of 5).
    -->ZScript Constant: CF_SCRIPT5

Screen Secrets-Related Flags

These flags affect exactly what conditions will trigger Screen Secrets.

16-31 Secret Tile 0-15 
When placed on a combo, causes that combo to change to the appropriate Secret Combo when the secret combos are triggered on that screen. Also, a Destructible Combo with these flags changes to the appropriate Secret Combo instead of the screen's Under Combo.
94 Trigger -> Self Only [2.5 only]
If used as an inherent flag with a Trigger Combo Flag (or vice versa), then triggering the Trigger Combo Flag will prevent the Screen Secrets process from changing the other flagged combos in the screen. That is to say even when every singular flag is triggered, it will not immediately trigger the other secret combos, even if the Screen Flag, "Hit All Triggers -> 16-31" is set without accompaniment with other screen flags.
95 Trigger->Self, Secret Tiles [2.5 only]
As with 94, but the Secret Tile (16-31) flagged combos are still permitted to change. (Note: With the "Hit All Triggers->16-31" Screen Flag checked, all combos with a secret trigger flag and this flag must be hit in order for secret combos 16-31 to be revealed)

Stair Based Flags

9 Armos (->Secret) [2.5]/Armos (->Stairs) [2.10]
When placed on an Armos, causes the "Stairs" secret combo to appear when the Armos is triggered, instead of the screen's Under Combo.

Special Item-Based Flags

10 Armos/Chest (->Item) [2.5]/Armos (->Item) [2.10]
When placed on an Armos, treasure chest, or destructible combo, causes the room's Special Item to appear when the combo is activated. Note that if the special item is in a treasure chest or under a destructible combo, Link will hold it up even if the Hold Up Item Screen Flag is off, whereas if the item is under an Armos, the flag must be turned on in order for Link to hold up the item.
13 Dive -> Item [2.5]/Dive For Item [2.10]
When Link dives on this combo (make it a water combo, of course), he will receive the Room's Special Item. Note that Link holds up the special item even if the Hold Up Item Screen Flag is off.

Walk Effect Flags

These flags produce certain effects when Link walks on them.

7 Fairy Ring (Life) [2.5]/Fairy [2.10]
Makes a heart ring appear on screen when Link steps on it, causing his Life to be refilled.
8 Raft Path [2.5]/Raft [2.10]
Placed in paths to define the path Link travels when using the Raft. It should start on the "dock", and end on a walkable combo. If a path branches, Link takes the clockwise-most path, starting from North (needs confirmation)
12 Raft Branch
Placed at intersections of Raft flag paths to define points where the player may change directions by holding down a direction.
15 Zelda (Win Game)
When Link steps on this flag, the game will end, and the credits will roll.
92 Fairy Ring (Magic) [2.5 only]
Makes a heart ring appear on screen when Link steps on it, causing his Magic to be refilled.
93 Fairy Ring (All) [2.5 only]
Makes a heart ring appear on screen when Link steps on it, causing both his Life AND Magic to be refilled.
103 Raft Bounce [2.5 only]
If Link comes in contact with this combo while using the raft, it will send him back the way he came.

Enemy Placement Flags

32 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.
33 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.
34 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.
35 Trap (Horizontal, Constant) 
Generates the lowest-numbered enemy with the "Spawned by 'LR Trap' Combo Type/Flag" enemy data flag on this combo.
36 Trap (Vertical, Constant) 
Generates the lowest-numbered enemy with the "Spawned by 'UD Trap' Combo Type/Flag" enemy data flag on this combo.
37-46 Enemy (0-9) [2.5]/Enemy (1-10) [2.10]
Causes the indicated screen enemy to appear on that flag, instead of randomly. NOTE: The following enemies are hard-coded to appear on a specific tile on the screen: Aquamentus, Gleeok, Gohma, Patra, Moldorm, Lanmola. As a result, these enemies ignore these flags. Also, these flags do not apply to Traps or Ganon, since they cannot be placed on the screen via the enemy placement list.
96 No Enemies [2.5 only]
Prevents enemies from stepping on this combo.
97 No Ground Enemies [2.5 only]
Prevents enemies that don't fly or jump from stepping onto this combo.

Push Block Flags

52-58 Push Block (*direction*, Once) [2.5]/Push (*direction*, Once, Silent) [2.10]
Same as the Push Block Trigger flags, but does not trigger secrets.
59-65 Push Block (*direction*, Many) [2.5]/Push (*direction*, Many, Silent) [2.10]
Same as 52-58, but can be pushed many times. Does not trigger secrets.
67 No Push Blocks 
Prevents a block from being pushed onto this combo. Note that if the Quest Rule 'Can't Push Blocks Onto Unwalkable Tiles' is checked, solid combos will prevent blocks from being pushed onto them.
91 Block Hole (Block->Next) [2.5 only]
Causes blocks pushed onto this combo to cycle to the next combo.

Visual Flags

14 Lens Marker [2.5]/Lens Marker Flag [2.10]
Combos with this flag will appear white when viewed with the Lens of Truth item.

Script-Specific Flags [2.5 only]

98-102 General Purpose 1-5 (Scripts)
These flags have no built-in effect, but can be given special significance with scripting.