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View Full Version : Enemy Misc. Attributes Explained



_L_
01-23-2007, 09:23 AM
Walking Enemy
misc10: 0 = Stalfos, 1 = Darknut, 2 = Gibdo

Stalfos:
misc1: 1 = fire four weapons instead of 1.

Darknut:
misc1: 1 = fire weapon continuously, 2 = split into enemies.
misc2: ID of enemy to split into.
misc3: number of enemies to split into.

Walker/Shooter
misc10: 0 = Octorok, 1 = Moblin, 2 = Lynel, 3 = Stalfos, 4 = Darknut

Octorok:
misc1: if 1 or 2, fires thick stream of weapons. Also fires eight weapons on death.
misc2: influences how often it changes direction...
misc3: weapon damage for suicide weapons?
misc4: apparantly they fire (misc4)+1 projectiles each time they halt...

Lynel:
misc1: influences how often it changes direction...

Stalfos:
misc1: 1 = fire four weapons instead of 1.

Darknut:
misc1: 1 = fire weapon continuously, 2 = split into enemies.
misc2: split into this enemy.
misc3: number of enemies to split into.

Leever
misc1: 0 and 2 = emerges directly in Link's path
misc3: for forwards-compatability reasons, this now does nothing.

Rock
misc10: 0 = Rock, 1 = Boulder

Ghini
misc1: if >0, it's a phantom

Armos
misc1: speed of a "fast" armos

Keese
misc1: if >0, it uses Bat flying.

Gel
misc1: if >0, it leaves trails of its weapon.

Zol
misc1: if >0, it leaves trails of its weapon.
misc2: ID of enemy to split into.
misc3: number of enemies to split into.

Rope
misc1: if >0, it is a Bombchu (i.e misc2 and misc3 are functional)
misc2: weapon modifier when it explodes
misc3: weapon damage when it explodes

Goriya
misc1: 2 = homing boomerang

Trap
misc10: 0 = Trap, 1 = Continuous Trap

Bubble
misc1: 0 = temporary jinx, 1 = permanent jinx, 2 = remove jinx
misc2: 0 = sword, 1 = item

Vire
misc2: ID of enemy to split into.
misc3: number of enemies to split into.

Wizzrobe
misc1: 0 = teleporting
misc2: 1 = fire eight weapons instead of one. 2 = summons enemies instead of firing its weapon. 3 = summons layer enemies instead of firing its weapon.
misc3: ID of enemy to summon if misc2 = 2
misc4: 1 = Immune to all but reflected magic

Aquamentus
misc1: if >0, faces right

Moldorm
misc1: number of segments

Dodongo
misc10: 0 = Dodongo, 1 = Dodongo BS

Manhandla
misc2: 0 = Manhandla, 1 = Manhandla 2

Gleeok
misc1: number of heads
misc2: HP of one head
misc3: if 1, heads breathe fire. Also offsets tiles?!
misc4: tile offset of heads?
misc5: neck length (in segments?)
misc6: neck offset from E. Tile
misc7: each additional neck segment offset from first neck segment
misc8: attached head offset from E. Tile
misc9: flying head offset from E. Tile

Digdogger
misc10: 0 = BigDig, 1 = LilDig

BigDig:
misc1: ID of first enemy to split into
misc2: ID of second enemy to split into
misc3: ID of third enemy to split into
misc4: ID of fourth enemy to split into
misc5: number of first enemies to split into
misc6: number of second enemies to split into
misc7: number of third enemies to split into
misc8: number of fourth enemies to split into

Gohma
misc1: 2 = fire three weapons instead of 1. 3 = breathe fire. This also affects its arrow resistances(!)

Lanmola
misc1: number of segments
misc2: tile offset of segments?
misc3: delay between each segment changing direction.

Patra
misc1: number of outer eyes
misc2: number of inner eyes (nothing for Patra BS)
misc3: HP of eyes
misc4: 0 = expanding circle movement, 1 = oval movement (nothing for Patra BS)
misc5: 1 = center eye fires weapon, 2 = inner eyes fire weapons (nothing for Patra BS)
misc6: ?
misc7: ?


if((misc%dmisc6)==0)
loopcnt=dmisc7;

misc8: tile modifier for eyes
misc9: CSet of eyes
misc10: 0 = Patra, 1 = Patra BS

Gel Tribble
misc1: if >0, it leaves fire trails(?!)
misc2: ID of enemy to grow up into if quest rule "1.90-Style Tribbles" is set
misc3: ID of enemy to grow up into.

Zol Tribble
misc1: if >0, it leaves fire trails(?!)
misc2: ID of enemy to split into.
misc3: number of enemies to split into.

Vire Tribble
misc2: ID of enemy to split into.
misc3: number of enemies to split into.

Keese Tribble
misc2: ID of enemy to grow up into if quest rule "1.90-Style Tribbles" is set
misc3: ID of enemy to grow up into.

CastChaos
01-23-2007, 02:19 PM
Good.
But how did tribbles work before 1.90?

Brandon
01-23-2007, 03:05 PM
1.90 Tribble
Zol Tribble -> Gel Tribble -> Zol -> Gel

"Normal" Tribble
Zol Tribble -> Gel Tribble -> Zol Tribble -> Repeat

ShadowTiger
05-05-2007, 06:57 PM
So what here can we merge with The more recent thread (http://www.armageddongames.net/forums/showthread.php?t=97010)? They look fairly similar to me. :shrug: We should probably make some room for more pinned threads. I've got one I think we should create. (Unrelated to this thread.) ... (Actually it is, but to the contents of the thread, rather than the thread itself.)

Gleeok
08-03-2007, 06:53 AM
misc4: apparantly they fire (misc4)+1 projectiles each time they halt...
I tried everything to get this to work. What's the secret?

And is there a misc. for the desyched wizzrobes for 2.5?

One more for now: The bs patra; you're supposed to be able to set the amount of outer eye's right? I only got 6. What's the max on this if so?

DarkDragon
08-27-2007, 02:15 AM
I've completed the process started by BigJoe of moving these to the ZC documentation wiki, where I corrected some incorrect information along the way.

Since having this stuff in two places is inevitably going to cause desynchronization of information and confusion, I'm closing this thread as it has been effectively superseded.