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View Full Version : New Enemy Misc. Attributes (not usable yet)



_L_
04-13-2007, 06:02 AM
None of these are absolutely confirmed, but expect them to remain as they are.

All Enemies
misc2: Death Type. 3 = fires eight weapons on death, 4 = fires one weapon on death, or explode (bombchu)
misc7: Status Effects. 1 = temporary jinx, 2 = permanent jinx, 3 = remove jinx, 4 = lose magic, 5 = take rupees, 6 = make Link "drunk" (randomly interfere with controls), 7 = parity (reverse controls), 8 = engulf and eat equipment, 9 = engulf and drain life, 10 = engulf and drain magic, 11 = engulf and drain rupees, 12 = drag away (Link is helpless), 13 = drag away (Link can attack).
misc8: Status Effect Strength. If misc7 < 4, then 0 = sword, 1 = item, 2 = both. Otherwise, the amount of magic/rupees to take away, or duration of parity/drunkenness.

Walking Enemy
misc1: Attack Type. 0 = normal, 1 = fires weapon on each tile (i.e Fire Zol), 2 = fires weapons constantly (or has homing boomerang), 3 = fires three weapons, 4 = fires four weapons, 5 = fires five weapons, 7 = stream of weapons (Fire Octorok), 8 = fires eight weapons, 9 = summon enemies, 10 = summon layer enemies
misc2: Death Type. 1 = splits on damage, 2 = splits on death, 3 = fires eight weapons on death, 4 = fires one weapon on death, or explode (bombchu) 5 = Tribble (splits after a time limit)
misc3: ID of enemy to split into and/or summon.
misc4: number of enemies to split into and/or summon.
misc5: If misc2 = 4, how long until enemy splits.
misc6: Affects how many times it will fire when it stops to fire. No effect if misc1 = 7, 9, 10 or 2
misc9: Movement Pattern. 1 = 8-way walk. 2 = charge Link (Rope), 3 = hopping (Vire), 4 = leaping (Pols Voice), 5 = submerging (Blue Leever), 6 = 8-way walk with submerging, 7 = jump when attacked (Z3 Stalfos).

Tektite
See "All enemies."

Red Leever
See "All enemies."

Floating Enemy
misc1: Attack Type. 0 = normal, 1 = fire only when resting, 2 = rapid fire, 3 = fires three weapons, 4 = fires four weapons, 5 = fires five weapons, 7 = stream of weapons (Fire Gleeok), 8 = fires eight weapons, 9 = summon enemies, 10 = summon layer enemies
misc3: ID of enemy to split into and/or summon.
misc4: number of enemies to split into and/or summon.
misc5: If misc2 = 4, how long until enemy splits.
misc9: Movement Pattern. 1 = Peahat (invulnerable in flight), 2 = phantom Ghini (same as Keese, but doesn't cast shadows and "fades in" when created)

Teleporting Enemy
misc1: Attack Type. 0 = normal, 3 = fires three weapons, 4 = fires four weapons, 5 = fires five weapons, 7 = stream of weapons (Fire Octorok), 8 = fires eight weapons, 9 = summon enemies, 10 = summon layer enemies
misc2: Death Type. 3 = fires eight weapons on death, 4 = fires one weapon on death, or explode (bombchu) 5 = Tribble (splits instead of teleporting out)
misc3: ID of enemy to split into and/or summon.
misc4: number of enemies to split into and/or summon.
misc9: Teleport Pattern. 0 = appear aligned with Link. 1 = appear anywhere. 2 = appear at the same place each time (Z3 Wizzrobe).

Phasing Enemy
misc1: Attack Type. 0 = normal, 3 = fires three weapons, 4 = fires four weapons, 5 = fires five weapons, 7 = stream of weapons (Fire Octorok), 8 = fires eight weapons, 9 = summon enemies, 10 = summon layer enemies
misc2: Death Type. 3 = fires eight weapons on death, 4 = fires one weapon on death, or explode (bombchu) 5 = Tribble (splits after a time limit)
misc3: ID of enemy to split into and/or summon.
misc4: number of enemies to split into and/or summon.
misc5: If misc2 = 4, how long until enemy splits.

Trap
misc1: Attack Type. 0 = normal, 3 = fires three weapons, 4 = fires four weapons, 5 = fires five weapons, 7 = stream of weapons (Fire Gleeok), 8 = fires eight weapons, 9 = summon enemies, 10 = summon layer enemies
misc6: Direction that the trap is permitted to move. 1 = up, 2 = down,4 = left, 8 = right, 16 = up left, 32 = up right, 64 = down left, 128 = down right. If misc9 = 0, you can add numbers together for multiple directions.
misc9: 1 = constantly moving.

Zora
misc1: Attack Type. 0 = normal, 3 = fires three weapons, 4 = fires four weapons, 5 = fires five weapons, 7 = stream of weapons (Fire Gleeok), 8 = fires eight weapons, 9 = summon enemies, 10 = summon layer enemies
misc9: Combo type on which it appears. 3 = all water types.

Projectile Shooter
misc1: Attack Type. 0 = normal, 3 = fires three weapons, 4 = fires four weapons, 5 = fires five weapons, 7 = stream of weapons (Fire Gleeok), 8 = fires eight weapons, 9 = summon enemies, 10 = summon layer enemies
misc6: Direction that the shooter is permitted to fire. 1 = up, 2 = down, 4 = left, 8 = right, 16 = up left, 32 = up right, 64 = down left, 128 = down right.
misc9: 1 = only fires when Link attacks.

Aquamentus
misc1: Attack Type. 0 = normal, 3 = fires three weapons, 4 = fires four weapons, 5 = fires five weapons, 7 = stream of weapons (Fire Gleeok), 8 = fires eight weapons, 9 = summon enemies, 10 = summon layer enemies
misc9: Movement Pattern. 0 = NES Aquamentus, 1 = left Aquamentus, 2 = freeform Aquamentus (can be placed anywhere; turns around to face Link).

Gohma
misc1: Attack Type. 0 = normal, 3 = fires three weapons, 4 = fires four weapons, 5 = fires five weapons, 7 = stream of weapons (Fire Gleeok), 8 = fires eight weapons, 9 = summon enemies, 10 = summon layer enemies
misc9: Movement Pattern. 0 = NES Gohma. 1 = freeform Gohma.

Moldorm
misc9: Movement Pattern. 0 = NES Moldorm, >1 = freeform Moldorm, 2 = only tail is vulnerable, 3 = all segments die simultaneously, 4 = Z3 Moldorm (combination of 2 and 3).

To be continued...

Notes
* "Fires three weapons" and "fires five weapons" will fire weapons simultaneously in an arc in one direction (Aquamentus). "Fires four weapons" and "fires eight weapons" will fire weapons simultaneously in different directions (Stalfos 3, Fire Wizzrobe).
* The following enemies cannot engulf Link at all: bosses, boulders, Zoras, projectile shooters.