_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.
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.