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Thread: I'm going to be re-jiggering the custom enemy system...

  1. #61
    Robots in Disguise
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    Re: I'm going to be re-jiggering the custom enemy system...

    Um, the S tiles ARE already used (or, at least, I designed them to be). The 2 examples you gave should already be in use, as well as Zoras (for the submerging/surfacing tiles) and the Gleeoks (for the neck and head tiles).

    And how about this idea for shops (maybe for ZC 2.6 or something)... Add a new variable to each item. Call it "Next Shop". Basically, when you buy that item, the shop number for that room is permanently changed to the shop number listed in that variable. By default (and for old quests), this number would be set to the current shop number.

    Examples:
    A shop from an old quest (this is the actual shop data of shop 0 from 1st.qst) would be converted to this:
    Code:
    Shop 0
    Item            Price    Next
    Magic Shield    160        0
    Normal Key      100        0
    Candle           60        0
    or possibly this (the -1 means "whatever the current shop number is"):
    Code:
    Shop 0
    Item            Price    Next
    Magic Shield    160      - 1
    Normal Key      100      - 1
    Candle           60      - 1
    Suppose you wanted a shop that sold a Blue Ring, then sold a Red Ring once you bought the Blue Ring, then sells out of rings completely:
    Code:
    Shop 3
    Item            Price    Next
    Normal Key       80      - 1
    Blue Ring       255        4
    Bait             60      - 1
    
    Shop 4
    Item            Price    Next
    Red Ring        999        5
    Normal Key       80      - 1
    Bait             60      - 1
    
    Shop 5
    Item            Price    Next
    Normal Key       80      - 1
    Bait             60      - 1
    (None)            0      - 1
    Notice that the items don't always have to appear in the same places. Also, note that the shop is dependent on if you buy the item from that shop, not just if you happen to already own it.

    Or, suppose you wanted to recreate the bean seller from Ocarina of Time (but with Keys, since ZC doesn't have beans):
    Code:
    Shop 2
    Item            Price    Next
    Normal Key       10        3
    (None)            0      - 1  
    (None)            0      - 1  
    
    Shop 3
    Item            Price    Next
    Normal Key       20        4
    (None)            0      - 1  
    (None)            0      - 1  
    
    Shop 4
    Item            Price    Next
    Normal Key       30        5
    (None)            0      - 1  
    (None)            0      - 1  
    
    Shop 5
    Item            Price    Next
    Normal Key       40        6
    (None)            0      - 1  
    (None)            0      - 1  
    
    Shop 6
    Item            Price    Next
    Normal Key       50        7
    (None)            0      - 1  
    (None)            0      - 1  
    
    Shop 7
    Item            Price    Next
    Normal Key       60        8
    (None)            0      - 1  
    (None)            0      - 1  
    
    Shop 8
    Item            Price    Next
    Normal Key       70        9
    (None)            0      - 1  
    (None)            0      - 1  
    
    Shop 9
    Item            Price    Next
    Normal Key       80       10
    (None)            0      - 1  
    (None)            0      - 1  
    
    Shop 10
    Item            Price    Next
    Normal Key       90       11
    (None)            0      - 1  
    (None)            0      - 1  
    
    Shop 11
    Item            Price    Next
    Normal Key      100       12
    (None)            0      - 1  
    (None)            0      - 1  
    
    Shop 12
    Item            Price    Next
    (None)            0      - 1  
    (None)            0      - 1  
    (None)            0      - 1
    Or, you want a shop that sells Magic Shields at a discount if you ever bought one from them before:
    Code:
    Shop 0
    Item            Price    Next
    Magic Shield    160        1
    Normal Key      100      - 1
    Candle           60      - 1
    
    Shop 1
    Item            Price    Next
    Magic Shield     20      - 1
    Normal Key      100      - 1
    Candle           60      - 1
    Finally, a shop that sells Shields and Rings and upgrades to the next level of item if you purchase one:
    Code:
    Shop 0
    Item            Price    Next
    Magic Shield    160        1
    Blue Ring       255        2
    (None)            0      - 1
    
    Shop 1
    Item            Price    Next
    Mirror Shield   780        3
    Blue Ring       255        4
    (None)            0      - 1
    
    Shop 2
    Item            Price    Next
    Magic Shield    160        4
    Red Ring        999        5
    (None)            0      - 1
    
    Shop 3
    Item            Price    Next
    Blue Ring       255        6
    (None)            0      - 1
    (None)            0      - 1
    
    Shop 4
    Item            Price    Next
    Mirror Shield   780        6
    Red Ring        999        7
    (None)            0      - 1
    
    Shop 5
    Item            Price    Next
    Magic Shield    160        7
    (None)            0      - 1
    (None)            0      - 1
    
    Shop 6
    Item            Price    Next
    Red Ring        999        8
    (None)            0      - 1
    (None)            0      - 1
    
    Shop 7
    Item            Price    Next
    Mirror Shield   780        8
    (None)            0      - 1
    (None)            0      - 1
    
    Shop 8
    Item            Price    Next
    (None)            0      - 1
    (None)            0      - 1
    (None)            0      - 1
    Yes, we would definitely increase the number of shops from 15 to something like 255 or even 65535. Thoughts?

  2. #62
    Wizrobe
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    Re: I'm going to be re-jiggering the custom enemy system...

    AMAZING IDEA! (refers DN"s to previous post about Shops)
    My Zquest Tutorial
    tutorial document

    Working on a quest, I swear i'll finally finish one, one of these days!

    Status:
    --Overworld: 60% done
    --Dungeons: 0% done
    --Misc: 0% done

  3. #63
    Bored Potato Nicholas Steel's Avatar
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    Re: I'm going to be re-jiggering the custom enemy system...

    in your last example DN does it downgrade the item in the shop if for instance... your magic shield gets eaten?
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  4. #64
    Robots in Disguise
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    Re: I'm going to be re-jiggering the custom enemy system...

    No. It's based on what you buy, not what you have. If you set it to sell a blue potion, then a red potion the next time, it doesn't matter if you use up the blue potion before you return or not.

  5. #65
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    Re: I'm going to be re-jiggering the custom enemy system...

    Quote Originally Posted by Dark Nation View Post
    Um, the S tiles ARE already used (or, at least, I designed them to be).
    Then why does "grep s_tile guys.cpp" return only one line?

    (Not when I'm done with it, it won't.)

    Also, I find the "Next" shops to be somewhat seductive...

  6. #66
    Robots in Disguise
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    Re: I'm going to be re-jiggering the custom enemy system...

    Perhaps, 'designed' is the wrong word. 'Intended'. Yeah. I 'intended' them to be used for just that purpose.

    Also, if we had room scripts (that ran once just after the room is loaded into memory), you could do this exact same thing through scripting, without sacrificing so many shops. And, you could have custom shop text, too. ("So, back again?" "We just got a new item in stock! Check it out!" "Sorry, we're all out of medicine right now." etc.)

  7. #67
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    Re: I'm going to be re-jiggering the custom enemy system...

    Hence "currently it does nothing". Also, I'll use it for Zoras, Leevers and Gleeoks as well.

    Progress list: currently I've merged Walker and Shooter, Ghini, Gel (Tribble), Zol (Tribble), Vire (Tribble), Rope, Goriya, Bubble and Like-Like into the Walking Enemy type, and merged Peahat, Ghini 2 and Keese (Tribble) into the Floating Enemy type.

    That leaves the following re-jiggerings and/or jiggerings:

    * Getting Floating Enemies to fire projectiles
    * Pols Voice (to merge with Walking Enemy)
    * Blue Leever (to merge with Walking Enemy?)
    * Armos (to merge with Walking Enemy)
    * Tektite
    * Red Wizzrobe (to merge with Teleporting Enemy)
    * Red Leever (to merge with Teleporting Enemy)
    * Zora (to merge with Teleporting Enemy)
    * Wall Master
    * Blue Wizzrobe
    * Trap (Thinks: another Misc. Attribute could do away with the Multi-Directional Traps, Mean Placed Traps and Floating Traps rules.)
    * Aquamentus (Thinks: Implement BS-Aquamentus?)
    * Moldorm (Thinks: Implement Z3 Moldorm, whatever that is? I presume it's where only the tailmost segment can be damaged.)
    * Dodongo (Thinks: Maybe even implement Fire Dodongo? Just add a halt rate and...)
    * Manhandla
    * Gleeok
    * Digdogger
    * Gohma
    * Patra
    * Lanmola

  8. #68
    Ultimate Prankster Lucario QDB Manager
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    Re: I'm going to be re-jiggering the custom enemy system...

    Wow...

    That shop idea is weird, though. Nothing like what I had in mind....

    _L_, I'm also not sure exactly what the Z3 Moldorm is, but it's probably NOT the boss Moldorm. If you remember, in LttP, Moldorms bounced away if they tried to move into an area that they couldn't walk on normally (like pits and solid objects), and the moved in an almost circular motion. Z1 Moldorms don't do that. They just.... move. They also don't get knocked back when you hit them, like Z3 Moldorms, which are also a bit smaller. So I believe the Z3 Moldorm is not the Boss Moldorm, but instead is the smaller Enemy Moldorm. Though, the Boss Moldorm would be nice to have, if possible...

    Say, when are we going to get the combo editor? And is there a plan to allow us to attach scripts to enemies?

  9. #69
    Robots in Disguise
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    Re: I'm going to be re-jiggering the custom enemy system...

    Wait, I remember now. I implemented it for use with the tile editor (for tile overwrite protection). With the protection turned on (in the options menu), try to paste something in the tile used by a Gleeok's head, or the surfacing/submerging tiles used by the zoras and leevers. And yes, the Z3 Moldorm is the smaller version that bounces around in arcs/circles.

  10. #70
    Gibdo redmage777's Avatar
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    Re: I'm going to be re-jiggering the custom enemy system...

    Quote Originally Posted by _L_ View Post
    * Dodongo (Thinks: Maybe even implement Fire Dodongo? Just add a halt rate and...)
    Please Do, Otherwise, Dodongo is more or less static, Bosses need to have the absolute highest degree of customability. The days of "Fought one Fought them all" could very well be coming to an end.
    Tile Contest #14 Winner

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