Combo Type

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A Combo Type is the special property of a combo, that defines its properties. These differ from Combo_Flags, and set the general behaviour of the combo, and its interactions with Link. NPCs (enemies), weapons, and game objects. Each combo may have only one combo type, although it is possible to modify combo types dynamically, via scripts.

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

The unused combo types are reserved for future expansion and therefore have been removed from ZQuest as of 2.5 RC1.

~ I have also listed the 2.10 names of some of these combo types that are seen in 2.10 - XMuppetSB

Complete List and ZScript Constants

0 None;
    -->ZScript Constant: CT_NONE

Categorical Lists

The following are combo types, listed in associated groups.

Weapon Effect Types

Block All [2.5 only]
All projectile weapons that would usually pass through unwalkable combos are destroyed when they hit this combo.
Block Arrow (All) [2.5 only]
All Arrows that would usually pass through unwalkable combos are destroyed when they hit this combo.
Block Arrow (L1, L2) [2.5 only]
Arrows with a Level of 1 or 2 that would usually pass through unwalkable combos are destroyed when they hit this combo, whereas higher-leveled Arrows will still pass through this combo.
Block Arrow (L1) [2.5 only]
Arrows with a Level of 1 that would usually pass through unwalkable combos are destroyed when they hit this combo, whereas higher-leveled Arrows will still pass through this combo.
Block Brang (All) [2.5 only]
All Boomerangs that would usually pass through unwalkable combos are destroyed when they hit this combo.
Block Brang (L1, L2) [2.5 only]
Boomerangs with a Level of 1 or 2 that would usually pass through unwalkable combos are destroyed when they hit this combo, whereas higher-leveled Boomerangs will still pass through this combo.
Block Brang (L1) [2.5 only]
Boomerangs with a Level of 1 that would usually pass through unwalkable combos are destroyed when they hit this combo, whereas higher-leveled Boomerang swill still pass through this combo.
Block Fireball [2.5 only]
Enemy Fireball projectiles that would usually pass through unwalkable combos are destroyed when they hit this combo.
Block Magic (2.5)/Magic Sponge (2.10)
Wand magic or enemy magic that would usually pass through unwalkable combos is destroyed when it hits this combo.
Block Sword Beam [2.5 only]
Sword Beams that would usually pass through unwalkable combos are destroyed when they hit this combo.
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 will pass through it. 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 sent back the way it came.
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. Magic shots are fired from all 4 directions.

Enemy Placement Types

Armos
When touched, the combo produces an Armos. 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 2.50. 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 stairs 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 Special Item beneath the Armos when it is activated.
BS Grave
BS Grave combos act exactly the same as Grave combos, but will change to the next combo on the list when activated.
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 (L1, Phantom) appears from the combo. Graves can be safely 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 2.50.
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 [2.5 only]
Enemies cannot walk onto this combo.
No Flying Enemies (2.5)/No Fly Zone (2.10)
Enemies which normally ignore walkability cannot fly here. These include Keese, Peahats, Moldorms, Digdoggers, Gleeok heads, Manhandlas, Fairy items, and Ghinis.
No Ground Enemies [2.5 only]
Enemies that don't fly or jump cannot walk here.
No Jumping Enemies (2.5)/No Jump Zone (2.10)
Tektites, which normally ignore walkability, cannot jump here. This does not prevent Pols Voices or Vires from entering.
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) [2.5 only]
This combo spawns a spinning tile enemy as soon as it appears on the screen. The Spinning Tile will take its graphics from the tile page tiles preceding this combo's tile - thus, you can have different-looking Spinning Tiles spawn from different-looking combos.

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 color other than transparent will appear about Link while the walking down animation plays. Note: Cave (Walk Down) [B-D] only appear in 2.5 and Cave (Walk Down) [A] is simply called Cave (Walk Down) in 2.10.
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 color other than transparent will appear about Link while the walking up animation plays. Note: Cave (Walk Up) [B-D] only appear in 2.5 and Cave (Walk Up) [A] is simply called Cave (Up) in 2.10.
Direct Warp [A-D]
Specified letter warp in 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. Note: Direct Warp [B-D] only appear in 2.5 and Direct Warp [A] is simply called Direct Warp in 2.10.
Direct Warp [Random] [2.5 only]
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 tile warp. Note: Dive Warp [B-D] only appear in 2.5 and Dive Warp [A] is simply called Dive Warp in 2.10.
Sensitive Warp [A-D] [2.5 only]
Sensitive Warp [A-D] combos act exactly the same as Stairs [A-D] combos, but will be activated as soon as Link touches one pixel of the tile. These combos can be made to work exactly the same as Direct Warp [A-D] combos by checking the screen flag 'Sensitive Warps Are Direct'.
Sensitive Warp [Random] [2.5 only]
Sensitive Warp [Random] combos act exactly the same as Stairs [Random] combos, but will be activated as soon as Link touches one pixel of the tile. This combo can be made to work exactly the same as the Direct Warp [Random] combo by checking the screen flag 'Sensitive Warps Are Direct'.
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. Note: Stairs [B-D] only appear in 2.5 and Stairs [A] is simply called Stairs in 2.10.
Stairs [Random] [2.5 only]
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. Note: Swim Warp [B-D] only appear in 2.5 and Swim Warp [A] is simply called Swim Warp in 2.10.

Visual Combos

Eyeball (8-way, A) (2.5)/Eyeball A (2.10)
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 (8-way, B) (2.5)/Eyeball B (2.10)
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.
Eyeball (4-way) [2.5 only]
The tile changes depending on the position of Link relative to this combo. The directions are N, S, E, W.
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.

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 against it. Conveyors can be a little bit bugged. On a 'Sideview Gravity' screen, solid left and right conveyors will shift Link in the designated direction when he stands on top of them.
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. Damage amounts include 1/2 heart, 1 heart, 2 hearts, 4 hearts, 8 hearts [2.5 only], 16 hearts [2.5 only], and 32 hearts [2.5 only].
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 [2.5 only]
When Link steps on a Step->Next combo, it will change to the next combo in the list.
Step->Next (All) [2.5 only]
When Link steps on a Step->Next (All) combo, all Step->Next combos including Step->Next (Copycat) and Step->Next (Same) will change to the next combo on the list.
Step->Next (Copycat) [2.5 only]
When a Step->Next (All) combo is activated on a screen with a Step->Next (Copycat) Combo, it will also change to the next combo on the list, but it cannot be triggered itself.
Step->Next (Same) [2.5 only]
When Link steps on a Step->Next (Same) combo, all tiles of the same combo number will change to the next combo on the list.
Step->Secrets (Permanent) [2.5]/Trigger (Permanent) [2.10]
This triggers Screen Secrets when the bottom half of this combo is stepped on.
Step->Secrets (Sens. Perm) [2.5 only]
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.
Step->Secrets (Sens. Temp) [2.5 only]
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.
Step->Secrets (Temporary) [2.5]/Trigger (Temporary) [2.10]
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 [2.5 only]
When Link steps on this combo, all of the current Screen's States are reset to 0 (except for those that have been labelled "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.

Destructible Types

Note: All combo types under this category provide the screen's Special Item if marked with Combo Flag 10 (Armos/Chest (->Item))

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 (Continuous) [2.5 only for backwards compatibility with 2.10 quests]
Same as the Bush Combo, but if it has a secret combo flag and the secret combo is a slashable combo, the slash's influence continues from this combo and affects the resultant slashable combo.
Bush->Next (Item) [2.5 only]
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.
Bush->Next (Item, Continuous) [2.5 only]
Same as the Bush->Next (Item) Combo, but if it has a secret combo flag and the secret combo is a slashable combo, the slash's influence continues from this combo and affects the resultant slashable combo.
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. It will also create an item in the "Bush/Grass Combos" Item Drop Set.
Flowers (Continuous) [2.5 only for backwards compatibility with 2.10 quests]
Same as the Flowers Combo, but if it has a secret combo flag and the secret combo is a slashable combo, the slash's influence continues from this combo and affects the resultant slashable combo.
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 (Continuous) [2.5 only for backwards compatibility with 2.10 quests]
Same as the Slash Combo, but if it has a secret combo flag and the secret combo is a slashable combo, the slash's influence continues from this combo and affects the resultant slashable 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 (Item, Continuous) [2.5 only for backwards compatibility with 2.10 quests]
Same as the Slash (Item) Combo, but if it has a secret combo flag and the secret combo is a slashable combo, the slash's influence continues from this combo and affects the resultant slashable combo.
Slash->Next [2.5 only]
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 (Continuous) [2.5 only]
Same as the Slash->Next Combo, but if it has a secret combo flag and the secret combo is a slashable combo, the slash's influence continues from this combo and affects the resultant slashable combo.
Slash->Next (Item) [2.5 only]
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.
Slash->Next (Item, Continuous) [2.5 only]
Same as the Slash->Next (Item) Combo, but if it has a secret combo flag and the secret combo is a slashable combo, the slash's influence continues from this combo and affects the resultant slashable combo.
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.
Tall Grass (Continuous) [2.5 only for backwards compatibility with 2.10 quests]
Same as the Tall Grass Combo, but if it has a secret combo flag and the secret combo is a slashable combo, the slash's influence continues from this combo and affects the resultant slashable combo.
Tall Grass->Next [2.5 only]
Same as the Tall Grass Combo, but it changes to the next combo on the list instead of the screen's under combo.

Screen State Types

These combos affect and are affected by Screen States.

Lock Block (Boss) (2.5)/Boss Lock Block (2.10)
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) (2.5)/Boss Lock Block (Copycat) (2.10)
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) (2.5)/Lock Block (2.10)
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) (2.5)/Lock Block (Copycat) (2.10)
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) [2.5 only]
Identical to "Treasure Chest (Normal)", but opening it requires the level Boss Key, and the "Treasure Chest (Boss)" Screen State is set. This combo is automatically opened if the screen's "Treasure Chest (Boss)" Screen State is already set.
Treasure Chest (Boss, Copycat) [2.5 only]
When a Treasure Chest (Boss) combo is activated on a screen with a Treasure Chest (Boss, Copycat) combo, it will also change to the next combo on the list, but it cannot be triggered itself.
Treasure Chest (Locked) [2.5 only]
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) [2.5 only]
When a Treasure Chest (Locked) combo is activated on a screen with a Treasure Chest (Locked, Copycat) combo, it will also change to the next combo on the list, but it cannot be triggered itself.
Treasure Chest (Normal) [2.5 only]
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 Special Item when the combo changes. This flag placement is a throwback to when Treasure Chests were simulated with "Slash(->Item)" combos in older versions of ZC. This combo is automatically opened if the screen's "Treasure Chest" Screen State is already set.
Treasure Chest (Normal, Copycat) [2.5 only]
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.

Push Block Types

Note: These combos cannot 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 3 is required to move this combo.
Push (Very Heavy, Wait)
The Bracelet 3 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.

Screen-Wide Effect Types [2.5 only]

Auto Side 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 Side 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 (Except FFCs)
While this combo is on the screen, the screen is frozen as if the "Messages Freeze All Action" rule was in effect. However, FFCs will continue to move, and all scripts will still execute.
Screen Freeze (FFCs Only)
Similar to the above, except that only FFCs are frozen. FFC scripts will be frozen in their execution, too. (But global and item scripts will still run.)

Save Types [2.5 only]

These combos allow Link to save his game without having to die or use F6 to quit. Note that these combos and the 'Save Game On Entry' Screen Flag are the only ways for Link to save his game if 1) the Save option on the Continue screen has been disabled by the Quest Rule 'No Saving When Continuing' or 2) the Continue screen has been disabled by the Quest Rule 'Skip Continue Screen'.

Save Point
Press the "Start" button when Link is standing on this combo, and the Save menu appears. This combo is used for saving and continuing.
Save-Quit Point
Press the "Start" button when Link is standing on this combo, and the Save menu appears. This combo is used for saving and quitting.

Script Specific Types [2.5 only]

Script 1-5
These combo types have no built-in effect, but can be given special significance with scripting.

Obsolete Types

The following combo types are deprecated, as of ZQuest 2.50, aznd maintained for backward-compatibility, if they are retained. It is advised never to use these types in a modern quest.

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 (Removed for 2.5)
Obsoleted by Flag 15 (Zelda). In versions that did not have the Zelda Combo Flag, this combo type triggered the end game sequence. This combo type was labeled unused as of build 1330, and subsequently removed as of RC1, as this combo type may be reserved for future expansion.