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Lelouche Vi Britannia
10-29-2015, 12:11 PM
So based on what I've read so far, the Amulet is meant to be used as it was in Zelda 2, to make enemies that are normally invisible appear. So in the quest I'm working on, I'm trying to make it so that the amulet is needed to see Ghini's of all types. But apparently this is harder than it looks.

I set the invis option to the Ghinis then made sure my test set up has the amulet. But the Ghinis are still invisible to me.

I'm editing in 2.50 Build 8. Any idea why this isn't working?

Tamamo
10-29-2015, 01:39 PM
This is a bit tricky
The misc flag 'Is Invisible' actually makes it completely invisible. No exceptions.
If you want it to be invisible like in Zelda 2 you'll need a script and a way to identify Ghinis. "I know the floating ghinis are there own type, not sure about the walking ones."
Also you sure update your version.

Lelouche Vi Britannia
10-29-2015, 09:43 PM
Am I behind somehow, I downloaded what I thought was the latest version, or did it update since then?

And scripting? Yikes... I have no idea how to even begin on that front. Maybe for simplicity sake, I should just slag the idea of needing the amulet at all for now. Unless the scripting thing is easier than it sounds?

Tamamo
10-30-2015, 08:22 AM
Get it from shardstorm. That's where I go.
http://armageddongames.net/showthread.php?97335-Zelda-Classic-2-50-2

Scripting is easy once you know what your doing, go through Saffith tutorials. (Link these would yeah my good friend I can't seem to find them here)
Some people say your not ready; I beg the differ.

I can write it for yeah if you like.

Lelouche Vi Britannia
10-30-2015, 10:47 AM
I'll try on my own first. I was learning C++ in college, but that was years ago... Thanks. If I do get frustrated to the point of annoyance, I'll look you up again.

ZoriaRPG
10-31-2015, 12:38 AM
That's something I hope to eventually change, TBH. the option in the EE is misleading, and essentially equivalent to setting the enemy to a blank combo; so it's sort of a waste. I wanted to add flags :

'...and is revealed by item ID [ field ] '
'...but has a shadow.'

...to that EE flag.

I suggest adding to your list of Ghost.zh additions / expansions, a flag GHF_INVISIBLE_ITEM(item_ID). That would be a nice bonus, and would mostly need to change the combo ID from x to GH_INVISIBLE (or whatever that constant is), and back again, if the item specified is true. That'd be a nice stopgap, until we can edit the editor.

I made some Ghostbusters-related things, that did this, with an 'Ecto Goggles' item about two years ago. (Nothing too fancy.)

Anarchy_Balsac
10-31-2015, 01:31 AM
It's not really useless, it works great for making a nigh-unkillable Gohma boss. :D

ZoriaRPG
10-31-2015, 01:46 AM
Is there some reason that you can't just assign blank tiles to the Ghoma, too?

Anarchy_Balsac
10-31-2015, 02:08 AM
Is there some reason that you can't just assign blank tiles to the Ghoma, too?

Not without blankking tiles that would make at least the eyes of all Gohma's invisible, at least if you're NOT using new enemy tiles.

Due to the way boss animations work, making them invisible without making other version of them at least partly invisible is impossible.

ZoriaRPG
10-31-2015, 03:31 AM
Not without blankking tiles that would make at least the eyes of all Gohma's invisible, at least if you're NOT using new enemy tiles.

Due to the way boss animations work, making them invisible without making other version of them at least partly invisible is impossible.

Oh, well, I always use 'new enemy tiles'. Still, you can duplicate the tiles, make some blank, and select a left tile for each version. Ghoma is six tiles, three for the body, plus three, for eyes, all in a line. You can make as many sets as you want.

I also believe that you can set Ghoma's width to 3, to ignore the additional animations; although I've no idea why I'm discussing this at all.

Anarchy_Balsac
10-31-2015, 04:44 AM
Oh, well, I always use 'new enemy tiles'. Still, you can duplicate the tiles, make some blank, and select a left tile for each version. Ghoma is six tiles, three for the body, plus three, for eyes, all in a line. You can make as many sets as you want.

I also believe that you can set Ghoma's width to 3, to ignore the additional animations; although I've no idea why I'm discussing this at all.

During Zelda 3's production I tried something similar with Manhandla and it DIDN'T work, so to recolor the pincers I had to modify one of the pallettes. I don't know if it would work for Gohma or not but my guess is no.

ZoriaRPG
10-31-2015, 05:16 AM
During Zelda 3's production I tried something similar with Manhandla and it DIDN'T work, so to recolor the pincers I had to modify one of the pallettes. I don't know if it would work for Gohma or not but my guess is no.

You'd be wrong, I'm afraid.

I tested it, and it does in fact work. Gohma tile one, plus five, all blank, and it was invisible.

I also tested Manhandla, tile one blank, minus four all blank, and the pincers were not invisible. Those seem to be hardcoded, which is probably a bug, nit 'new' enemy tiles should fix that.

Floating Gleeok heads should also be good, as they use a 'special' tile, but I didn't test them. They may be like the Manhandla claws. I'm also unsure about neck segments.

Still, EE invisibility would be better, if it had additional flags to disable it with items.