So, is it possible to link custom items with weapons yet, to be able to make new swords and stuff?
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So, is it possible to link custom items with weapons yet, to be able to make new swords and stuff?
Anyone want to give a rundown on what some of the things mean and do in the enemy editor?
Looks pretty confusing to me....
for instance the sizes, width and height, don't seem to reflect what the enemies are.
From what I understand some of it doesn't work yet, like all of the second tab.
All I need now are generic item classes, and my quest will be perfect(hint)
In the enemy editor, what are the 0. tile and S. tile boxes for?
Once I nip this string bug in the bud, I'm gonna build a new version for everyone to enjoy. Just be patient.
For those who wonder what a majority of things do in the Enemy Editor, here's what I've figured out:
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Data 1
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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!)
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Data 2
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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.
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Flags
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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!
EDIT: cought something; if you put the top-right tile of your enemy into one of the boxes, and it didn't work, it's my err. It's the top-left. Sorry!
Ummm..for some reason, whwnever I download it, it automaticly unzips, giving me a completely emety folder....?
EDIT: I tried to manualy unzip it, and it told me the data was corrupt. Argghhhhh, I want my enemy editor.
I really hate it when ZC/ZQuest is rushed, and it appears it was rushed again. It's buggy, buggy, and buggy. I can't use B items and the only thing worth noticing: the wealth medals and the enemy editor. Nothing gets done when games are rushed, and it's barely playable. I said to take it easy, and it's barely playable. :shrug: Last thing I need is Zelda Classic is as buggy as the Atari 2600 version of E.T.