User Tag List

Page 1 of 2 1 2 LastLast
Results 1 to 10 of 11

Thread: [2.6] Nth Enemy has the X

  1. #1
    Cor Blimey! CJC's Avatar
    Join Date
    Dec 2002
    Location
    Fading into the darkness
    Age
    35
    Posts
    1,398
    Mentioned
    150 Post(s)
    Tagged
    6 Thread(s)
    vBActivity - Stats
    Points
    6,625
    Level
    25
    vBActivity - Bars
    Lv. Percent
    1.99%

    [2.6] Nth Enemy has the X

    Okay, this is a pseudo-compatibility, pseudo-quest rule, pseudo init-data request that would span several of ZQuest's menus, so I'm pitching it for version 2.6 as it would likely take some time to set up.


    In the NES version of the game, defeating ten enemies without taking damage would guarantee the 10th enemy would drop a bomb. I propose that--rather than just making a quest rule toggle for authenticity/compatibility, we turn it into a legitimate quest feature.


    So here's the suggestion

    Under Init data, add a checkbox "Nth Enemy has the X" with a grayed-out number box next to it. Checking the "Nth" makes the box editable, which can take any number from 1 to 255.

    With a number assigned, the quest now runs a built-in script to count enemy kills, which resets whenever Link takes damage or he kills the set number of enemies. In addition, each Item Dropset gets a new pull-down, labeled "Nth Enemy". When Link successfully kills the number of enemies specified in the init data, the probability of the "Nth Enemy" item drop and the probability of the Item Dropset drop rate are both temporarily raised to 100%. Thus, the enemy drops the guaranteed item from its assigned dropset (which may or may not be bombs, depending on what the questmaker decides).

  2. #2
    Wizrobe Nightmare's Avatar
    Join Date
    Mar 2000
    Age
    44
    Posts
    2,523
    Mentioned
    40 Post(s)
    Tagged
    3 Thread(s)
    vBActivity - Stats
    Points
    3,847
    Level
    19
    vBActivity - Bars
    Lv. Percent
    77.18%
    It really needs to be a quest rule, the only quests that use this rule really are the traditional Zelda quests.

    -James

    Facebook: http://www.facebook.com/nightmarejames YouTube: http://www.youtube.com/nightmarejames

    Game Projects
    Zelda Classic:
    Completed: Zelda NES Remastered, Demo 1st Quest, Demo 2nd Quest, James Quest: Remastered (V 2.1), Memorial Quest, New Quest 2 2015. New Quest: Rebuilt
    In development: Demo SP, James Quest: Remastered (V 3.0)t, 6QI

  3. #3
    Cor Blimey! CJC's Avatar
    Join Date
    Dec 2002
    Location
    Fading into the darkness
    Age
    35
    Posts
    1,398
    Mentioned
    150 Post(s)
    Tagged
    6 Thread(s)
    vBActivity - Stats
    Points
    6,625
    Level
    25
    vBActivity - Bars
    Lv. Percent
    1.99%
    Quote Originally Posted by Nightmare View Post
    It really needs to be a quest rule, the only quests that use this rule really are the traditional Zelda quests.

    -James
    A quest rule would only fix the authenticity of 1st and 2nd Quest. I'm talking about a new editor feature, one with flexibility.

    Maybe I'm building a quest where I want a 50 rupee piece to drop when you beat 30 enemies without taking damage, or maybe I want to build a quest where a Piece of Power drops after beating 5 enemies without damage. Perhaps I have a dungeon where you must defeat 3 Gibdos in a row without taking damage to collect a key, preceding the magic key.
    A quest rule is only a toggle and would only work with bombs; it's not extensive enough to be a viable addition to the editor.

  4. #4
    Is this the end?
    ZC Developer
    Saffith's Avatar
    Join Date
    Jan 2001
    Age
    41
    Posts
    3,389
    Mentioned
    178 Post(s)
    Tagged
    6 Thread(s)
    vBActivity - Stats
    Points
    6,436
    Level
    24
    vBActivity - Bars
    Lv. Percent
    70.65%
    It's not really always a bomb. I think it varies depending on the enemy, but I see blue rupees a lot more often.
    But, yes, it's something we should add.

  5. #5
    Wizrobe Nightmare's Avatar
    Join Date
    Mar 2000
    Age
    44
    Posts
    2,523
    Mentioned
    40 Post(s)
    Tagged
    3 Thread(s)
    vBActivity - Stats
    Points
    3,847
    Level
    19
    vBActivity - Bars
    Lv. Percent
    77.18%
    Quote Originally Posted by Saffith View Post
    It's not really always a bomb. I think it varies depending on the enemy, but I see blue rupees a lot more often.
    But, yes, it's something we should add.
    Just make it optional: This leads to some very broken speedruns among other things: I'd hate to see something like New Quest broken by this bullshit.

    I don't think this is exactly a good thing for Zelda Classic to implement outside of the Nth Quests.

    -James

    Facebook: http://www.facebook.com/nightmarejames YouTube: http://www.youtube.com/nightmarejames

    Game Projects
    Zelda Classic:
    Completed: Zelda NES Remastered, Demo 1st Quest, Demo 2nd Quest, James Quest: Remastered (V 2.1), Memorial Quest, New Quest 2 2015. New Quest: Rebuilt
    In development: Demo SP, James Quest: Remastered (V 3.0)t, 6QI

  6. #6
    The Time-Loop Continues ZC Developer
    Gleeok's Avatar
    Join Date
    Apr 2007
    Posts
    4,826
    Mentioned
    259 Post(s)
    Tagged
    10 Thread(s)
    vBActivity - Stats
    Points
    12,962
    Level
    33
    vBActivity - Bars
    Lv. Percent
    26.58%
    Easiest way (without breaking anything) might be to have a conditional in the drop-set editor. Of course this also opens up even more cans of worms when you realize the engine now needs to track every type of condition, such as "kill counter for enemy type or id 'X'" and "successive no damage kills" et al.

    [edit] Actually, I don't really like this idea very much. ...Maybe something a little simpler.

    Also this sounds like a good forum game thread.
    Last edited by Gleeok; 01-16-2014 at 09:35 AM.
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  7. #7
    Cor Blimey! CJC's Avatar
    Join Date
    Dec 2002
    Location
    Fading into the darkness
    Age
    35
    Posts
    1,398
    Mentioned
    150 Post(s)
    Tagged
    6 Thread(s)
    vBActivity - Stats
    Points
    6,625
    Level
    25
    vBActivity - Bars
    Lv. Percent
    1.99%
    Quote Originally Posted by Gleeok View Post
    Easiest way (without breaking anything) might be to have a conditional in the drop-set editor. Of course this also opens up even more cans of worms when you realize the engine now needs to track every type of condition, such as "kill counter for enemy type or id 'X'" and "successive no damage kills" et al.
    Actually that could work.

    Picture this: A number box in the Enemy Drop Set that says "Guaranteed Drop Kill Count". When an enemy with that drop set is defeated, the built-in script checks if that number of enemies has been defeated. If yes, it resets the counter and drops the first item in the Item Drop Set. 0 would be the sentinel value, ignoring the feature for that drop set. It would also be the default value, meaning unless people change it the Nth enemy feature would not apply.

    Some Pseudocode
    Code:
    if(KILL_COUNT == 0)
    {
      Link->PerfectKills -=1; //Prevents IDS that doesn't use the Nth enemy from incrementing
                                          //PerfectKills, such as bushes or flowers
      Break;
    }
    else if(Link->PerfectKills >= KILL_COUNT)
    {
      IDS_DropRateBox = IDS->DropRate;  //Stores the original drop rate
      IDS->DropRate = 100; //Sets the drop rate to 100%
      IDS_FirstSlotBox = IDS_DropRate[0] //Stores the drop rate of the first item in the IDS
      IDS_DropRate[0] = 100; //Sets the drop rate to 100%
      Link->PerfectKills = 0; //Clears the perfect-kill count
      Waitframe();
      IDS->DropRate = IDS_DropRateBox; //Resets the drop-rate to normal
      IDS_DropRate[0] = IDS_FirstSlotBox; //Resets the drop-rate to normal
    }
    You increment Link->PerfectKills on any frame in which the ItemDropSet is checked for drop rates, as that indicates an enemy has been killed. You reset Link->PerfectKills on any frame where his health is less than the previous frame. The 0 sentinel value being default ensures that the feature is only ever used in quests where the creator intends for it to exist.


    EDIT: It might be slightly more practical to use -1 as a sentinel value, so you can have '0' perfectKill enemies that penalize the player by resetting the counter and dropping nothing.

  8. #8
    Admiral Zim's Avatar
    Join Date
    Oct 2012
    Posts
    388
    Mentioned
    9 Post(s)
    Tagged
    2 Thread(s)
    vBActivity - Stats
    Points
    1,706
    Level
    13
    vBActivity - Bars
    Lv. Percent
    85.13%
    The Perfect Kill counter would apply to the screen-> something and probably not a Link pointer the way this is described.

    There"s also slight redundancy in the code.

    Another thing would be an on-screen still check and reset and/or store in case Link leaves the screen.. Otherwise he'd be able to meet the counter quota by defeating the amount on more than one screen...
    Then we'd have to take into account the fact that some screens enemies come back or not, and whether the counter resets even if link does not get hurt and the enemies respawn to max amount.. etc. All doable though.





    Seems the only way to do this practically would be a screen data array for both things, an all enemies no hit goal number

  9. #9
    Cor Blimey! CJC's Avatar
    Join Date
    Dec 2002
    Location
    Fading into the darkness
    Age
    35
    Posts
    1,398
    Mentioned
    150 Post(s)
    Tagged
    6 Thread(s)
    vBActivity - Stats
    Points
    6,625
    Level
    25
    vBActivity - Bars
    Lv. Percent
    1.99%
    Quote Originally Posted by Zim View Post
    There"s also slight redundancy in the code.
    Do you mean the two different drop rates? I was trying to account for the double percentages in an item drop set; the first is the dropset's probability of dropping something, and the second is the probability that--if something is dropped--it will be the first item in the set. Combined, they guarantee that the enemy drops an item and that the item is the intended item.

    Quote Originally Posted by Zim View Post
    Another thing would be an on-screen still check and reset and/or store in case Link leaves the screen.. Otherwise he'd be able to meet the counter quota by defeating the amount on more than one screen...
    Ah, I misunderstood the mechanic. Blame my faulty cartridge of Zelda 1, most of my Z1 experience is from Zelda Classic; I wrongly believed that it was ANY 10 enemies, not 10 enemies on a single screen. So I used a Link pointer because I figured it rolled over from screen to screen.

  10. #10
    Floormaster Imzogelmo's Avatar
    Join Date
    Sep 2005
    Location
    Earth, currently
    Age
    45
    Posts
    387
    Mentioned
    7 Post(s)
    Tagged
    3 Thread(s)
    vBActivity - Stats
    Points
    1,465
    Level
    12
    vBActivity - Bars
    Lv. Percent
    95.76%
    It is any 10 enemies (excepting ones that can never drop items anyway). Original Zelda 1 had an 8-enemy limit on a given screen.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
About us
Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
Social