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idontknow
01-08-2010, 01:58 AM
Just some other ideas I thought of for Walking Enemy types:

-Eat (Warp): When Link touches this enemy, he gets stuck inside of it and after awhile, Link is warped back to the start of the dungeon/dmap. The affect strength determines how long Link has (in terms of tics) before Link is warped. If you kill the enemy before then, the warp of course does not take place.

-For defenses, how about a "reflect" type so that you can make enemies with shields that not only block certain projectiles, but can actually reflect projectiles too. I know this would only work with projectile weapons (arrows, magic, sword beams, b'rang, etc.) So maybe even a flag for these kinds of weapons too that make them reflected. For example, it'd be cool to have darknuts whose shields reflect Link's wand magic.

-Some new shot types:
--2-Shot (Opposite): Enemy fires the projectile in 2 opposite directions at once (up & down or left & right)
--2-Shot (Intersecting): Enemy fires the projectile in 2 intersecting directions at once (up & left, or up & right, or down & left, or down & right)

-A new walk type:
--Anti-Rope: When Link is in alignment with the enemy, the enemy quickly dashes in the opposite direction of Link (as if to run away from him)...called "Anti-Rope" cause there's currently no other enemy that does this & it's the opposite of what a Rope does.

-New Death type: "No Poof"--when the enemy is killed, it dies instantly without any "Poof" animation...good if you want to make enemies that are like an obstacle in your environment or a 'trigger' of some sort so that when defeated, it doesn't look like an enemy.

Peril Effects:
Perhaps a new tab would be required for this but these are effects or changes to the enemy that take place once the enemy has been struck enough times so that it's HP has been decreased to a certain value. These properties are as follows:
Peril HP: The amount of HP at which the following effects take place. Note that it must be lower than the enemy's original HP.
Peril Damage: When the enemy's HP is equal to or lower than the Peril HP, it's damage amount goes from the original to this amount of damage
Peril CSet: You can make the enemy's color change so that when it gets down to a certain amount of HP, the player can actually see so. If you dont want it to change, you can leave the Peril CSet as -1.
Peril Flicker: A checkbox that if set, makes the enemy flicker once it's HP goes down to the Peril HP.
Peril Speed: You can make the enemy speed up (or slow down I suppose) by changing its Peril Speed.
Peril Weapon, Peril W. Damage, & Peril Shot Type: You can make the enemy change attacks so that once its HP gets down to a certain level, it can change its projectile or fire that projectile more frequently or maybe it even loses its projectile altogether.

So an example of Peril affects:
You have a custom darknut. It's red & it only does 1/2 heart of damage and it's pretty slow, like a step speed of 30. But it has an HP of 16. It's Peril HP is 4. When Link slashes it 12 times (16 minus 12) with his wooden sword, the enemy's peril effects take place. The darknut's peril speed is 120 so it speeds up. Its Peril projectile is a sword (1 shot type) so it'll now start shooting a sword at Link and it's peril Cset is a set of even darker reds, showing that it is now angry at Link for having attacked it.