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Thread: Enemy Misc. Attributes Explained

  1. #1
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    Enemy Misc. Attributes Explained

    Walking Enemy
    misc10: 0 = Stalfos, 1 = Darknut, 2 = Gibdo

    Stalfos:
    misc1: 1 = fire four weapons instead of 1.

    Darknut:
    misc1: 1 = fire weapon continuously, 2 = split into enemies.
    misc2: ID of enemy to split into.
    misc3: number of enemies to split into.

    Walker/Shooter
    misc10: 0 = Octorok, 1 = Moblin, 2 = Lynel, 3 = Stalfos, 4 = Darknut

    Octorok:
    misc1: if 1 or 2, fires thick stream of weapons. Also fires eight weapons on death.
    misc2: influences how often it changes direction...
    misc3: weapon damage for suicide weapons?
    misc4: apparantly they fire (misc4)+1 projectiles each time they halt...

    Lynel:
    misc1: influences how often it changes direction...

    Stalfos:
    misc1: 1 = fire four weapons instead of 1.

    Darknut:
    misc1: 1 = fire weapon continuously, 2 = split into enemies.
    misc2: split into this enemy.
    misc3: number of enemies to split into.

    Leever
    misc1: 0 and 2 = emerges directly in Link's path
    misc3: for forwards-compatability reasons, this now does nothing.

    Rock
    misc10: 0 = Rock, 1 = Boulder

    Ghini
    misc1: if >0, it's a phantom

    Armos
    misc1: speed of a "fast" armos

    Keese
    misc1: if >0, it uses Bat flying.

    Gel
    misc1: if >0, it leaves trails of its weapon.

    Zol
    misc1: if >0, it leaves trails of its weapon.
    misc2: ID of enemy to split into.
    misc3: number of enemies to split into.

    Rope
    misc1: if >0, it is a Bombchu (i.e misc2 and misc3 are functional)
    misc2: weapon modifier when it explodes
    misc3: weapon damage when it explodes

    Goriya
    misc1: 2 = homing boomerang

    Trap
    misc10: 0 = Trap, 1 = Continuous Trap

    Bubble
    misc1: 0 = temporary jinx, 1 = permanent jinx, 2 = remove jinx
    misc2: 0 = sword, 1 = item

    Vire
    misc2: ID of enemy to split into.
    misc3: number of enemies to split into.

    Wizzrobe
    misc1: 0 = teleporting
    misc2: 1 = fire eight weapons instead of one. 2 = summons enemies instead of firing its weapon. 3 = summons layer enemies instead of firing its weapon.
    misc3: ID of enemy to summon if misc2 = 2
    misc4: 1 = Immune to all but reflected magic

    Aquamentus
    misc1: if >0, faces right

    Moldorm
    misc1: number of segments

    Dodongo
    misc10: 0 = Dodongo, 1 = Dodongo BS

    Manhandla
    misc2: 0 = Manhandla, 1 = Manhandla 2

    Gleeok
    misc1: number of heads
    misc2: HP of one head
    misc3: if 1, heads breathe fire. Also offsets tiles?!
    misc4: tile offset of heads?
    misc5: neck length (in segments?)
    misc6: neck offset from E. Tile
    misc7: each additional neck segment offset from first neck segment
    misc8: attached head offset from E. Tile
    misc9: flying head offset from E. Tile

    Digdogger
    misc10: 0 = BigDig, 1 = LilDig

    BigDig:
    misc1: ID of first enemy to split into
    misc2: ID of second enemy to split into
    misc3: ID of third enemy to split into
    misc4: ID of fourth enemy to split into
    misc5: number of first enemies to split into
    misc6: number of second enemies to split into
    misc7: number of third enemies to split into
    misc8: number of fourth enemies to split into

    Gohma
    misc1: 2 = fire three weapons instead of 1. 3 = breathe fire. This also affects its arrow resistances(!)

    Lanmola
    misc1: number of segments
    misc2: tile offset of segments?
    misc3: delay between each segment changing direction.

    Patra
    misc1: number of outer eyes
    misc2: number of inner eyes (nothing for Patra BS)
    misc3: HP of eyes
    misc4: 0 = expanding circle movement, 1 = oval movement (nothing for Patra BS)
    misc5: 1 = center eye fires weapon, 2 = inner eyes fire weapons (nothing for Patra BS)
    misc6: ?
    misc7: ?
    Code:
            if((misc%dmisc6)==0)
              loopcnt=dmisc7;
    misc8: tile modifier for eyes
    misc9: CSet of eyes
    misc10: 0 = Patra, 1 = Patra BS

    Gel Tribble
    misc1: if >0, it leaves fire trails(?!)
    misc2: ID of enemy to grow up into if quest rule "1.90-Style Tribbles" is set
    misc3: ID of enemy to grow up into.

    Zol Tribble
    misc1: if >0, it leaves fire trails(?!)
    misc2: ID of enemy to split into.
    misc3: number of enemies to split into.

    Vire Tribble
    misc2: ID of enemy to split into.
    misc3: number of enemies to split into.

    Keese Tribble
    misc2: ID of enemy to grow up into if quest rule "1.90-Style Tribbles" is set
    misc3: ID of enemy to grow up into.

  2. #2
    Octorok
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    Re: Enemy Misc. Attributes Explained

    Good.
    But how did tribbles work before 1.90?

  3. #3
    Keese
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    Re: Enemy Misc. Attributes Explained

    1.90 Tribble
    Zol Tribble -> Gel Tribble -> Zol -> Gel

    "Normal" Tribble
    Zol Tribble -> Gel Tribble -> Zol Tribble -> Repeat

  4. #4
    On top of the world ShadowTiger's Avatar
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    Re: Enemy Misc. Attributes Explained

    So what here can we merge with The more recent thread? They look fairly similar to me. We should probably make some room for more pinned threads. I've got one I think we should create. (Unrelated to this thread.) ... (Actually it is, but to the contents of the thread, rather than the thread itself.)

  5. #5
    The Time-Loop Continues ZC Developer
    Gleeok's Avatar
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    Re: Enemy Misc. Attributes Explained

    misc4: apparantly they fire (misc4)+1 projectiles each time they halt...
    I tried everything to get this to work. What's the secret?

    And is there a misc. for the desyched wizzrobes for 2.5?

    One more for now: The bs patra; you're supposed to be able to set the amount of outer eye's right? I only got 6. What's the max on this if so?
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  6. #6
    Administrator DarkDragon's Avatar
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    Re: Enemy Misc. Attributes Explained

    I've completed the process started by BigJoe of moving these to the ZC documentation wiki, where I corrected some incorrect information along the way.

    Since having this stuff in two places is inevitably going to cause desynchronization of information and confusion, I'm closing this thread as it has been effectively superseded.

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