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Rakshiba
08-08-2007, 10:50 AM
can someone lead me to a tutorial on the enimy editor. or if not, help me with specifics.

Gleeok
08-08-2007, 11:20 AM
I'll help you out. Just be sure to be specific, most specifically, about specifics. :p


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 stop walking...

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: if misc1 = 1, this is sometimes used in place of dstep.

Code:
step=dmisc3/100.0;
++clk2;
if(clk2<32) misc=1;
else if(clk2<48) misc=2;
// else if(clk2<300) { misc=3; step = d->step/100.0; }
else if(clk2<300) { misc=3; step = dstep/100.0; }
else if(clk2<316) misc=2;
else if(clk2<412) misc=1;
else if(clk2<540) { misc=0; step=0; }
else clk2=0;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.
misc2: weapon modifier when it explodes
misc3: weapon damage?

Code:
if(wpn+dmisc2 > wEnemyWeapons && wpn+dmisc2 < wMax)
{
weapon *ew=new weapon(x,y,z, wpn+dmisc2, 0, dmisc3, dir);
Ewpns.add(ew);
ew->step=0;
ew->clk=48;
didbomb=true;
}
else
{
weapon *ew=new weapon(x,y,z, wpn, 0, dmisc3, dir);
Ewpns.add(ew);
ew->step=0;
ew->clk=48;
didbomb=true;
}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

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?

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: ?

Code:
crate=dmisc3;//(id&0xFFF)==eCENT1?7:3;

...

if(!(clk&crate))
{
misc=dir;
dir=((enemy*)guys.spr(index-1))->misc;
}Patra
misc1: number of outer eyes
misc2: number of inner eyes
misc3: HP of eyes
misc4: 0 = expanding circle movement, 1 = oval movement
misc5: 1 = center eye fires weapon, 2 = inner eyes fire weapons
misc6: ?
misc7: ?

Code:
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.

Rakshiba
08-08-2007, 12:28 PM
Heh. This will help. But about the graphics and frames and the gobbledegook thats in the top left corner of the editor.

Gleeok
08-09-2007, 01:22 AM
Well look at what the defaults have and copy those. Use E.tile for new enemy tiles rule. and Stile for sheildless darknuts tiles.(this one is still bugged)
Set the first num to like 6 if it's a 1x1 enemy. I usualy leave the second at 1.
Use defualt E.Frames! it will crash ZC is some cases.(usually 12 or 16)

-Have Fun!!!