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Thread: Bigger Enemies

  1. #1
    Octorok SpacemanDan's Avatar
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    Bigger Enemies

    I read somewhere that it's possible to make enemies bigger without the use of scripts. If I did read this right, how do you do this?
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    Re: Bigger Enemies

    I'm pretty sure you have to use scripts.
    It wouldn't be a very complicated script to just make, say, a 2x1 enemy or something though.

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    Octorok SpacemanDan's Avatar
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    Re: Bigger Enemies

    I figured I read something wrong. >_<
    How would one make a bigger enemy through scripts?
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    Re: Bigger Enemies

    Code:
    e->Extend = 3;
    e->TileHeight = bigger;
    e->TileWidth = bigger;
    Specifics?

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    Octorok SpacemanDan's Avatar
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    Re: Bigger Enemies

    No real specs, I'd just need something I can throw number into to make bigger enemies.

    Would Ijust have to through in the numbers in that script there?
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    Re: Bigger Enemies

    Sort of.
    Depends how you want it to work, and how big you want the enemy to be though.
    Do you want it to just take an enemy from the list (so say, take the first enemy, or take the 5th enemy or whatever), or work for all enemies of a certain type or what?

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    Octorok SpacemanDan's Avatar
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    Re: Bigger Enemies

    I'd like it if it worked on a certain enemy on the list.
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    Lynel Dart Zaidyer's Avatar
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    Re: Bigger Enemies

    I'm going to chime in here and say I'd like to be able to do this for an assortment of enemies in the LttP tileset, so they're always the right size. Many of them need to be 1x2 or 2x2 tiles.
    ~Dart Zaidyer

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    Re: Bigger Enemies

    Code:
    ffc script enemyresize{
    	void run(int n, int h, int w){
    	if(h==0) h=1;
    	if(w==0) w=1;
    		Waitframes(4);
    		npc e = Screen->LoadNPC(n);
    		e->Extend = 3;
    		e->TileHeight = h;
    		e->TileWidth = w;
    		e->HitHeight = h*16;
    		e->HitWidth = w*16;
    	}
    }
    • D0: Number of enemy on list to load
    • D1: Height of new enemy
    • D2: Width of new enemy


    Should be pretty universal.


    Oh yeah, it doesn't work for all animation types.
    It gets pretty funky if you try it with Tektites.
    It's good for 4-frame 4-dir types though.
    Dunno about anything else, I haven't tried it.

  10. #10
    I shall exalt myself over all Armagedddon Games bigjoe's Avatar
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    Re: Bigger Enemies

    One thing you really gotta be aware of is that enemies resized have to be drawn the right way. So if you're resizing an enemy you already have and don't want to have to sacrifice it's "small size" tiles to make it large, you should set it to a new tile. Here is a revision.

    Code:
    ffc script enemyresize{
    	void run(int n, int h, int w, int t){
    	if(h==0) h=1;
    	if(w==0) w=1;
    		Waitframes(4);
    		npc e = Screen->LoadNPC(n);
                    e->Tile = t;
    		e->Extend = 3;
    		e->TileHeight = h;
    		e->TileWidth = w;
    		e->HitHeight = h*16;
    		e->HitWidth = w*16;
    	}
    }
    D3: Tile of new enemy.


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