idontknow
03-17-2006, 01:53 PM
A screen flag that makes Damage Combos do harm to Enemies (in addition to Link)
'What good would this be?' you're asking? Well...Using combo cycling you could make events happen during a cutscene where an enemy gets hurt, or have traps in a dungeon that cause enemies to get hurt, by hitting a trigger or combo cycling (or both)
Examples:
+A bomb flower: You hit it with an arrow and that combo and the surround 8 combos turn into exploding combos (the same animation used for the bomb except overlopping the environment) This animation only takes less than a second but it has the 'damage' property so if you shoot the bomb flower when enemies are near it, you could take out the enemies.
+Lava: Would do damage to both Link & enemies as they walk across it. Why should enemies be immune from hot lava?
+A cutscene where a trainer teaches you how to use the sword and (carefully using combo cycling) he kills an enemy as an example.
+An earthquake occurs and all enemies & Link breifly receive damage.
+Electric Walls: You could have amps and the space between them may cycle to waves of electricity. If Link or enemies run into them, they receive damage. (This is actually in my quest i'm currently working on, but enemies don't receive damage)
Other suggestions:
+A flag that makes that space unwalkable to enemies. This way, if impossible to have combos that deal damage to enemies, you could at least make enemies avoid damage combos altogether if you want.
+Kill Enemy: Each time an enemy crosses this combo, it will die instantly.
+Kill Enemy->Next: If an enemy crosses this combo, it will die & then the combo changes to the next consecutive combo in the list.
+Step->Kill All Enemies: When Link steps on this combo, all enemies are killed (like the Kill all enemies item)
+Step->Kill All Enemies (Next): Like the above but also changes to the next combo in the list.
+Enemy Step->Trigger: If any enemy steps on this combo, all secrets are triggered.
'What good would this be?' you're asking? Well...Using combo cycling you could make events happen during a cutscene where an enemy gets hurt, or have traps in a dungeon that cause enemies to get hurt, by hitting a trigger or combo cycling (or both)
Examples:
+A bomb flower: You hit it with an arrow and that combo and the surround 8 combos turn into exploding combos (the same animation used for the bomb except overlopping the environment) This animation only takes less than a second but it has the 'damage' property so if you shoot the bomb flower when enemies are near it, you could take out the enemies.
+Lava: Would do damage to both Link & enemies as they walk across it. Why should enemies be immune from hot lava?
+A cutscene where a trainer teaches you how to use the sword and (carefully using combo cycling) he kills an enemy as an example.
+An earthquake occurs and all enemies & Link breifly receive damage.
+Electric Walls: You could have amps and the space between them may cycle to waves of electricity. If Link or enemies run into them, they receive damage. (This is actually in my quest i'm currently working on, but enemies don't receive damage)
Other suggestions:
+A flag that makes that space unwalkable to enemies. This way, if impossible to have combos that deal damage to enemies, you could at least make enemies avoid damage combos altogether if you want.
+Kill Enemy: Each time an enemy crosses this combo, it will die instantly.
+Kill Enemy->Next: If an enemy crosses this combo, it will die & then the combo changes to the next consecutive combo in the list.
+Step->Kill All Enemies: When Link steps on this combo, all enemies are killed (like the Kill all enemies item)
+Step->Kill All Enemies (Next): Like the above but also changes to the next combo in the list.
+Enemy Step->Trigger: If any enemy steps on this combo, all secrets are triggered.