I'd rather just have to change to accommodate, than to have to completely remake the enemy. But for all of the pre-made enemies, just reset the misc. atts.
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I'd rather just have to change to accommodate, than to have to completely remake the enemy. But for all of the pre-made enemies, just reset the misc. atts.
don't like where this is going, its like you're assuming you know what the questmaker wants rather than leaving the decision up to the quest maker.
For the likes of DarkFlameWolf, Why not just add this new "Super Walker" class in and leave all the old classes in? I personally don't care about having to reset the enemies, this new class will allow me to create more unique monsters so starting over almost make sense. Now I just wish Rope, Like like, and Wall Master were thrown into to the mix as well. Guess their arn't enough Misc Attributess.
Question:
What does "Make Link Drunk" actually mean? Does it make the screen go dizzy so its hard to see? Does it reverse controls? Does it make him lose 1 heart per second?
reverse controls
So now, it'll be possible to make the Wind Waker Poes (or at least part of them) without scripting? :tongue: And I agree with redmage777 that there should be a way to use the Wallmaster, Like Like, etc. behavior using misc. flags. But only if it's possible.
What exactly do you mean by "have to reassign all of the misc. attributes for all enemies by hand?" (or thereabouts)
In what situation would this be necessary, and to what purpose? I'm afraid I don't understand.
I'm pretty sure that L wouldn't reset the attributes of ALL the standard enemies to be set by hand. Would you....Only I know a guy who knows a guy who can deal with people like you, if ya know what I mean.:whap:
Well, okay, maybe I could make a routine wherein it takes the old enemies and automatically reassigns their types and misc attributes based on their misc10 and their enemy type... I'm just not entirely sure how complex it will get. Apart from changing the meanings of misc. attributes and shortening the number of types, I've also fixed some default data bugs (such as Darknuts being immune to hammers.)
...actually, now that I've written it down, it doesn't sound as difficult as I thought.
(P.S: Another thing I've done is eliminate the "Rope 2 doesn't flash", "Bubble doesn't flash" and "1.90-style Tribbles" quest rules. For all quests where such rules were set, the appropriate changes will be made to their enemies.)
Well, it's a feature that's been commented out since before I arrived. What it does is make the screen wavy and randomly mess with the controls.
Although, maybe I'll add a "reverse controls" status effect as well.
^Sweet! I've been waiting for a status ailment like that for a very long time! Maybe another ailment where it makes the entire screen, including all combos & sprites, shades of red (or perhaps a pallette of your choice) and Links health starts draining--a POISONed effect!