I'm going to be re-jiggering the custom enemy system...
...so it's likely that your Enemies will revert to the defaults in a coming build. Just so you know.
Anyway, my first improvement is combining the enemy types "Walking Enemy, Walker/Shooter", "Goriya", "Bubble", "Zol" and "Zol Tribble" into one single "Walker/Shooter" enemy type.
The misc. flags for this proposed supertype will look like this:
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
misc2: Suicide Attack. 1 = splits on damage, 2 = splits on death, 3 = fires eight weapons on death
misc3: ID of enemy to split into.
misc4: number of enemies to split into.
misc5: ID of enemy to "grow up" into after 256 frames.
misc6: Affects how many times it will fire when it stops to fire. No effect if misc1 = 7 or 2
misc7: Status Effects. 1 = temporary jinx, 2 = permanent jinx, 3 = remove jinx, 4 = lose magic, 5 = take rupees, 6 = make Link "drunk"
misc8: Status Effect Strength. If misc7 < 4, then 0 = sword, 1 = item, 2 = both. Otherwise, the amount of magic/rupees to take away.
Also, all of the weakness and resistance flags will work. However, breaking an enemy's shields won't cause it to change tiles unless it has the "Darknut Walk" or "New Darknut Walk" animation types.
Re: I'm going to be re-jiggering the custom enemy system...
Why? Explaining the reasoning why you are doing this.
Re: I'm going to be re-jiggering the custom enemy system...
Because he's making the thing work better? It's a beta, after all.
That said, lack of reverse compatability is a bitch, ya know.
Re: I'm going to be re-jiggering the custom enemy system...
Are you sure you're gonna be able to redo the enemy code needed to get this to work?
Re: I'm going to be re-jiggering the custom enemy system...
I've done most of it already. All I need to do is get the shields to work correctly. Also, figure out why the Gel's movement system is seemingly completely different to the Zol's.
After that, I'll work at uniting Keese and Peahats...
Re: I'm going to be re-jiggering the custom enemy system...
They do seem to move differently. >.>'
I can see why this change would be a nice one. It combines the best and most frequently used attributes of all the enemies into one simple formula.
Re: I'm going to be re-jiggering the custom enemy system...
I must say this could potentially improve the enemy system, since it would ensure that fewer enemy classifications have their own distinct rules, particularly with regards to the "weapon" each uses.
That is, if it's coded correctly. :P If what we have now is just replaced with a bunch of bugs that never get squashed, then of course no one will like it...
Re: I'm going to be re-jiggering the custom enemy system...
Well, if you think it won't cause any problems, I'm okay with it. All the neccesary code is there, its just putting it all together.
Re: I'm going to be re-jiggering the custom enemy system...
And there's NO way to convert the current custom enemies to the new format?
Re: I'm going to be re-jiggering the custom enemy system...
Not unless you guys want to change all the Misc. Attributes for all of the enemies in your quests by hand...
Also, I think I've figured out what the differences in the Gel's movement system are for - it's to make them initially move outward when they're created by a split Zol. So, I think I can bring them into the "Walker" type as well...