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Thread: Enemy Maker Scripts!

  1. #11
    Keese Schwa's Avatar
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    Re: Enemy Maker Scripts!

    These are awesome. One problem though: I have no idea what these new ones do, since there's no Comment description in them. If you could get in the habit of explaining exactly what all your scripts do as you post them, they would be extremely helpful to me (even if I don't use the scripts-- I look for scripts mostly 'cause of the curiosity factor).

    Thanks! ^_^
    --Schwa

    Go here for updates on my Quest project: Molka Elite.
    Here is my first finished Quest: Molka. Ranked with 4.5 stars on PureZC.

  2. #12
    The Time-Loop Continues ZC Developer
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    Re: Enemy Maker Scripts!

    It may look that way, but they all use the same comment:

    //=======================================
    // CONSTANT SPAWN SCRIPTS
    //D0- Number of enemies to spawn
    //=======================================


    And that's all there is to those. Other than that it's fairly obvious....Darknut_Spawner: ..hmm what can this do?


    I mainly used those because they're so easy to use.
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  3. #13
    Keese Schwa's Avatar
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    Re: Enemy Maker Scripts!

    Quote Originally Posted by Gleeok View Post
    //=======================================
    // CONSTANT SPAWN SCRIPTS
    //D0- Number of enemies to spawn
    //=======================================
    But... I have no idea what that means...

    I mean sure it means that it spawns enemies, but HOW does it do it? And WHEN does it spawn them? And what happens to the enemies that are spawned? What's the general purpose of this script and what would I want to use it for?

    I would never consider trying out a script unless I knew exactly what it did.

    It's a good practice to lay things out for us in a COMPLETE, spelt-out black-and-white fashion, so your awesome submissions are accessable to those of us who need it put that way, such as myself and others with Autism as well.
    --Schwa

    Go here for updates on my Quest project: Molka Elite.
    Here is my first finished Quest: Molka. Ranked with 4.5 stars on PureZC.

  4. #14
    The Time-Loop Continues ZC Developer
    Gleeok's Avatar
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    Re: Enemy Maker Scripts!

    I mean sure it means that it spawns enemies, but HOW does it do it? And WHEN does it spawn them?
    Well it's simple really; You put a script on a screen, set D0 to how many enemies you want to spawn, and, well, that's it. They will appear just as if they were set as Screen->Enemies. One upshot to these are it's MUCH faster to use one of these scripts than to set screen enemies the old way. However keep in mind that they will always reurn via the scripts. Also the enemies spawned are random of the same type, which is useful all around I think. Also it gets around the 10 enemy per screen limit, so you can have 255 enemies from these. :heart:


    And what happens to the enemies that are spawned?
    You fight them! ..and they kill you!!! Yay!


    What's the general purpose of this script and what would I want to use it for?
    Umm...spawning enemies, and uhhh...spawning enemies. :eyebrow:

    ....Did I mention that these scripts make enemies?
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  5. #15
    Keese Schwa's Avatar
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    Re: Enemy Maker Scripts!

    This block of text right here answers ALL my questions.
    Quote Originally Posted by Gleeok View Post
    Well it's simple really; You put a script on a screen, set D0 to how many enemies you want to spawn, and, well, that's it. They will appear just as if they were set as Screen->Enemies. One upshot to these are it's MUCH faster to use one of these scripts than to set screen enemies the old way. However keep in mind that they will always reurn via the scripts. Also the enemies spawned are random of the same type, which is useful all around I think. Also it gets around the 10 enemy per screen limit, so you can have 255 enemies from these. :heart:
    That's freakin' amazing. 255 enemies per screen... and randomization... Simple yet ingenious! So you're saying if I use the Leever Spawner, I'll get an amount of randomly red or blue Leevers that I specify?

    ...And I bet these scripts can be easily modified to spawn, say, a combination of Blue Leevers and Peahats instead of Blue and Red Leevers...

    You're the MAN! *hugs*

    But the script is run every time you come back to the room, so they always return... Hmm... Is there any easy way around this, or will it require a bunch of unnecessarily difficult code? I have an idea, if you're willing to consider it; have a script that, instead of generating enemies from scratch, has a random chance to turn a specific kind of enemy from the Screen Enemies list into another kind on screen init. Though this still gives you the 10-enemy limit, it allows one to randomize an enemy type and still make it stay dead when leaving the screen and returning.

    Just an idea, but you seem to have plenty of those.
    --Schwa

    Go here for updates on my Quest project: Molka Elite.
    Here is my first finished Quest: Molka. Ranked with 4.5 stars on PureZC.

  6. #16
    The Time-Loop Continues ZC Developer
    Gleeok's Avatar
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    Re: Enemy Maker Scripts!

    Yeah I was gonna get around to some alt versions sooner or later. Check back in later to remind me if I forget. (I get involved with other things so I forget easily.)

    For the peahat/leever idea you want the third enemymaker(dungeon) script. The one where you specify up to 7 enemies to generate. I also realized I forgot to explain this one:


    Code:
    ffc script splitter_spawner{
    
            void run(int eid, int e_max, int s1, int s2, int s3, int s4){
    
    		bool init = false;
    		npc e;
    
                    while(true){
    
    			if(init == false){
    
                			e = Screen->CreateNPC(eid);
    				init = true; e->X=this->X;e->Y=this->Y;
    			}
    			else if(!(e->isValid())){
    
    				if(s1>0){
    					for(int i; i < e_max; i++){
    						npc s = Screen->CreateNPC(s1);
    						s->X = this->X;s->Y = this->Y;
    					}
    				}
    				if(s2>0){
    					for(int i; i < e_max; i++){
    						npc s = Screen->CreateNPC(s2);
    						s->X = this->X;s->Y = this->Y;
    					}
    				}
    				if(s3>0){
    					for(int i; i < e_max; i++){
    						npc s = Screen->CreateNPC(s3);
    						s->X = this->X;s->Y = this->Y;
    					}
    				}
    				if(s4>0){
    					for(int i; i < e_max; i++){
    						npc s = Screen->CreateNPC(s4);
    						s->X = this->X;s->Y = this->Y;
    					}
    				}
    				Waitframe();
    				this->Data = 0;
    				Quit();
    			}
    			else{
    				this->X = e->X;
    				this->Y = e->Y;
    			}
    		Waitframe();	
    		}        
    	}
    }
    It creates one freeform (yes freeform boss) enemy at the location of the ffc (D0), then once that enemy dies it splits into an amount of enemies (D1) for each other enemy type (D2-D5) specified. So you can create a freeform Aquamentus that splits into up to 76 enemies multiplied by up to four enemy types. I am so cool
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  7. #17
    Keese Schwa's Avatar
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    Re: Enemy Maker Scripts!

    NICE.

    In the PTUX tileset from PureZC, there's graphics that go with the Blue Lynels called "Minimentus", which look like tiny versions of Aquamentus... In that tileset, making the Aquamentus split into a bunch of those guys is a very good idea.

    Of course that's only one of the infinite possibilities... ^_^
    --Schwa

    Go here for updates on my Quest project: Molka Elite.
    Here is my first finished Quest: Molka. Ranked with 4.5 stars on PureZC.

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