Well, I'm thinking of making a Quest Rule that adds an extra fourth row of text to the dialog boxes (and resizes the box appropriately)...
Oh, yeah, and I have to fix the Ending Text bug.
Printable View
Well, I'm thinking of making a Quest Rule that adds an extra fourth row of text to the dialog boxes (and resizes the box appropriately)...
Oh, yeah, and I have to fix the Ending Text bug.
Ideally, zero!
(I can't imagine very many places in the code that assume three rows of message text...)
The idea for this came about because, in implementing the control code system, I doubled the capacity of strings (to make room for the codes.) Then I thought, well, if you aren't using too many multi-argument codes, you might as well make use of that capacity for display purposes...
Also, the Mirror 'robe's invulnerability is now captured in an enemy flag called "Not Invincible to Reflected Magic/Beams."
Okay! After days of deliberation, I've had to conclude that the Pols Voice's movement algorithm is completely irreconcilable with standard Walker movement, so it'll have to be a separate enemy type.
Hmm, you've been willing to divulge what's going to be customizable on regular enemies so I was wondering about bosses. What will we be able to change on them? Will they get as much flexibility as regular enemies(I.E. making boss type enemies into splitters and letting former non-projectile enemies like Moldorm fire them), or are they complex to the point of needing to be fairly restricted? On especial note, are spawn locations something a player might be able to mess around with? I know you're probably not onto bosses yet, but I was rather curious about your intent with them.
Also, how much of Ganon is stuck as just being a part of Ganon? There's the special scene when you enter the room, the way he becomes weak to a weapon he used to be invulnurable to after taking so much damage, and the way he has a special death animation and leaves behind an item after dying. It would be pretty neat if those became general possibilities. Being able to remove the first one makes the Ganon type enemy a lot more flexible(like being able to use it to be something other than the final boss), and being able to play with the last one would just be incredibly cool(it would make bosses dropping heart containers be a lot more exciting). Of course, there's still the concern that the only way to get a Ganon type enemy to appear currently is to use the Ganon room which means that only one Ganon type enemy can exist per quest, and you can't have the player fight multiple Ganons at once(on that note, how much of the stuff that happens during the Ganon boss fight is a part of Ganon and how much is a part of his room?).
I must say that all status reports indicate that this new editor is going to be pretty awesome when it's completed. Being able to edit enemies to this extent should allow for some very interesting quests to say the least.
Well, I'm trying to give projectiles to as many creatures as possible. There's a bit of a difficulty, though: if a Moldorm has sword beams as a weapon, does it shoot the sword in the direction its head is facing, or "toward" Link?
Also, in what direction should a Tektite breathe fire?
(A slightly bigger difficulty is boomerangs - the current boomerang code assumes that the enemy using the boomerang remains still while the boomerang is flying. My current plan is just outright preventing non-Walker enemies from using them...)
As for Ganon: If Ganon is editable (which he is), then he can also be selected in a room's Enemies list. So, you don't need the Ganon room to create him. Thus, the Ganon entry cutscene will only be present for the Ganon room type.
Giving Ganon's disintegration animation to bosses? Now that's an idea I can get behind. Thanks!
(But couldn't the Heart Container be attached to bosses using "Enemy carries item"?)
I like the idea of other bosses having a Ganon-style death, with the flashy lights and the item resting in the ash.
Overall, I do realize that Bosses are rather unique- the LoZ developers didn't exactly have us in mind when they designed them. Some degree of manipulability would be nice, but isn't an immediate necessity. It's better to take it slowly, one step at a time, and get things down right.
Even If the loz bosses can't be flexable, New enemy types that are intended as bosses could be a viable solution. I don't think that itwill be a big problem so much as _L_ hasn't gotten around to doing them yet.
Hmm, Moldorm could be really evil and fire a sword beam toward Link out of every segment... When I mentioned Moldorm, I was honestly more thinking of fireballs, but that is a bit of a conundrum. I'd think Moldorm would be toward Link which would leave Lanmolas firing out of the head, establishing another big difference between them, but that's just how I'd do it. Moldorm would certainly be improved either way; he's not a very imposing enemy currently no matter how you look at it.
I thought of the possibility of having a boss carry the item with enemies carry item, but that has a few problems. The biggest one is that bumping into the boss would grant you the heart container, and the only way to prevent that is to use a quest rule which removes neat possibilities like having Bubbles carry keys and such and generally makes generic enemies carrying items a whole lot less notable. There's also the problem that Digdogger will drop the item if you just kill the right kid without finishing him completely, though I suppose the problem of Digdogger doesn't really go away no matter how you do it(unless it were possible to just have the last kid explode like that or if you just used a 1 kid Digdogger and gave the kid that property).
I'm contemplating taking the "Tribble-up" effect (where, after some frames an enemy becomes another, often stronger enemy) and tying it to a misc2 effect, for extra versatility. For example, you could specify how many frames would elapse before it would transform, and maybe also allow it to transform into more than one enemy.
This comes at a price, though: as a misc2 effect, it would be mutually exclusive with the "splitting" effect. But, I think it makes more sense this way.