Feel free to ask any questions about the enemy editor here, this way the forum doesn't get all spammed up with stuff.
I have a few, what are the different tile types?
Can we expand enemy tiles?
Later,
Lotus
Printable View
Feel free to ask any questions about the enemy editor here, this way the forum doesn't get all spammed up with stuff.
I have a few, what are the different tile types?
Can we expand enemy tiles?
Later,
Lotus
To help, I'll post the explanations I've posted over at the b16 topic:
Quote:
-------------------------------------------------
Data 1
-------------------------------------------------
Name: Name your enemy.(automatically organizes alphabetically if you save it)
O. Tile--Old tile. This is what ZC refers to when the Quest Rule "New Enemies" is unchecked.
S. Tile--Special Tile. Certain enemies use this tile for special purposes; Darknuts use it as a "Broken Shield" tile, as well as a few other enemies.
E. Tile--New Tile. ZC refers to this when the Quest Rule "New Enemies" is checked.
W: and H:The W and H values are basically X and Y; the correspond to the tile above them. Put the top-left most tile in the box if your enemy is more than 1x1 tiles large.
HP:--Enemy's HP. 1 makes the enemy defeatable to the Boomerang and all weapons; 2 does the same, but the boomerang stuns the enemy. (Wooden Sword does 2 damage to any enemy.)
Damage: Damage done to Link; goes by half hearts(and Link has the green tunic).
W. Damage: Damage done by a weapon; damage is measured as the same as above.
Random Rate:--The rate the enemy changes direction; the higher the number, the more the enemy changes direction.
Halt rate:--How long an enemy waits before firing a projectile.
Homing rate:--The enemy's "brain"--this determines how close the enemy follows Link.
Step Speed:--How fast an enemy goes.
Hunger:--Determines how attracted the enemy is to the Bait.
Weapon:--Determines what weapon the enmy uses. Note: you must have a Walker and Shooter or a preset enemy function that uses projectile as your type!
Type:--What your enemy does. Many types are here, including preset enemy functions(Keese, Darknut, Wizzrobe, etc.).
O. Anim: Old Animation. The animation ZC refers to when the Quest Rule "New Enemies" is unchecked.
E. Anim: New Animation. The animation ZC refers to when the Quest Rule "New Enemies" is checked.
Item Set: What the enemy drops when you defeat it.
BG SFX: The SFX plays when you are in the same screen as the enemy; set it to -1 if you do not want a SFX.
Pal Cset: Uses the palettes from the Sprites portion of Palettes. Set if to -1 if you want the default. (Yay!)
-------------------------------------------------------------------------
Data 2
-------------------------------------------------------------------------
Misc Attributes: Not sure at the moment.
O. Frame Rate: The frame rate for the enemy; it works the way as the frame rate for the combos. What ZC refers to when the Quest Rule "New Enemies" is unchecked.
E. Frame Rate: Same as above, except that ZC refers to this when the Quest Rule "New Enemies" is checked.
-------------------------------------------------------------------------
Flags
-------------------------------------------------------------------------
they're all self-explanatory, except remember this: Invisible is when you can't see the enemy, invulnerable is where an item has no effect in some way on that enemy, and invincible means having no weakness.
Hope this helps!
Im Making A AquaMentus That Shoots Fire But All I Get Are The Lame Easy Things I Want To Get One Like:Octorok (L3 Slow). Also My Boulder (Bigger Falling Rock) Has Tiny And Wierd Pictures Of Random Junk.I Keep Lowering The Size But It Still Stays There. And One Last Question.Is There A Way To Get The Fire That Fire Gleoks Shoot Onto A Enemy.
Also I Found Out What Some Misc Do. Misc 1 Determions For Gleoks How Many Heads They Have And For AquaMentuses Misc One Will Make It Go On The Left Side Of The Room.
I Also Don't Like When Someone Capitalizes Every Word In A Sentence!
Regardless, I'd like to know what the misc. attributes do on page 2.
they WERE explained...
must have an old version since they all just read: Misc 1, Misc 2, Misc 3, etc.
http://www.armageddongames.net/forum...ad.php?t=96008
A few topics above this one. Has most of the misc data explained. Hoping it's cleaned up a little in Zquest though.
Don't forget that the "new" enemy editor that I'm still working on isn't going to be backwards-compatable with custom enemies made prior to it. Unfortunately, this is the price of progress! (More specifically, the price of custom death animations, multiple projectile-firing options and other such stuff.)
Awesome news... now Lost Isle is ruined, unless one very friendly developer will help out and fix som beta 254 bugs so that the quest would play perfectly.
_L_, Thanks alot you evil evil bastardo. You just couldn't at least release beta 18 before making all your goddamn changes? I wanted to believe something good would come out of ZC, but I should have just done what Freedom did and forget about ZC when you started ruining ZC... :(
Jesus man, calm down! I'm sure that it can be salvaged. Unless ALL your enemies are custom (or something similar that would be affected by the enemy editor DIRECTLY), you shouldn't get all worked up and pissed off. :shakeno::poke::shrug:
*waits for Peteo to flame the crap outta me*
EDIT: I saw his original post, and his frustration/anger in that one is justified.