Edible Heart Containers!!!!! :mischief::mischief::evil::evil:
Enemy Editor Discussion and Questions
Bastard! :blah:
I added an Edible flag to item data. Like Likes will try to remove all edible items when they devour you. (The precedent for this is in OoT, where both tunics and shields can be eaten.)So right now, this operates by a means of "ALL edible items are eaten in one go" sort of system. There's no "Most recently acquired edible item is eaten" or "One random edible item is eaten?"
I suppose the theory is that it'll simply digest them all in one go. You could also then make the argument that Link's pitiful hylian flesh is stronger than the magical properties of his ironwood shield, but not stronger than the weaker of the shields. :blah:
So "edible" is item specific, not family based? So I could make it so that the Mirror Shield is inedible? Cool.
Perhaps Like-Likes have special "magic" devouring acid, that ignores all normal organic matter?
Then Hylians would be farming them for this acid and using them in potions and Molotov cocktails and acid bombs.
Perhaps that's one reason why they're so rare. Then again, where are all my bombs, bytch? ... lol.
Acid bombs would be cool. We could probably script something like that, assuming we have custom counters affected by scripts. (And Custom Subscreen Elements affected by scripts.)
The Regen Patra
Have two rings of bugs around it like a Patra 2 or 3, the inner ring, as usual isn't vulnerable until the outer is destroyed. For each inner patra bug you destroy, the outer ring regenerates, forcing you to destroy the outer again before going for the inner. Defeat both rings finally and the boss starts to regenerate its inner ring at a very slow rate. (like 1 inner bug per 10-15 seconds.) Its evil, I know.
I'm actually more interested in the train of thought behind such a creation, DFW. 😛 What had inspired you to such a thing?
Speaking of inspiration...
*changes avatar*
😛
that'd be about right Hypercrash. XD
You're lookin at the Mini-Boss in the Final Level of my quest.
ON the subject of evil enemies, a Death Knight that is ONLY damaged by the candle flame, and shoots swords in 4 directions constantly.
I didn't want to start a new thread for this, so I thought I'd ask here, but to Tekites and Peahats use the Z axis now, or are they still the old "temporary invincibility" thing? Oh, and the "no jump" combo type doesn't seem to stop Tekites. Is that because it's for Roc's feather?
the new X factor makes the tektites and Vires more annoying than ever. Its harder than hell to hit them now, probably because they are usually 'never' on your playing field for more than a second or two.
Is there currently a way to give Diggdoger weapon abilities? I can't get the damn thing to do anything but float around and look pretty. It occured to me that THIS is the next best thing compared to the 2x2 enemies everyone wants to get their hands on. Actually, much better based on movement. I hope to further customize this badboy in the future, and already have pages of 2x2 tiles ripped, and waiting to tear link a new one.
...and L, how long is it gonna take to get a enemy ID list. Of course i'd like to know the ID of newly created enemies as well. I'm guessing your hard at work getting all this stuff ready for the next beta and all.
I'm not sure why this topic was dredged up, but let me make a few points perfectly clear:
1. We strive for compatibility when making new features. If a quest from a full public release (1.90, 1.92, 2.10, etc) no longer runs on the ZC player, that is a bug and will be fixed.
I am very sorry that some of you will have to remake your custom enemies, although doing so will luckily take a relatively small amount of time. However, though every effort will be made to ensure that builds do not break quests from older builds, no compatibility is guaranteed - with builds coming out as often as they do, we have to be allowed to change our minds if we add a feature only to realize later that we were smoking crack at the time. Moreover, some bugs, such as the recent spate of item property problems, simply cannot be automatically fixed without user intervention.
It's been said time and again, and is found in the text file that comes with all alpha builds, but alpha builds are intended to help us find bugs, NOT for quest building. Build quests on these builds AT YOUR OWN RISK. If you have been building quests on the builds, 99% of your quest still works perfectly. But you have entirely no grounds for complaining about the other 1%. If this misunderstanding persists, we will stop publishing alpha builds and beta testing will be closed to the general public.
2. You are welcome to vent frustration about the pace, scope, bugginess, etc. of ZC development in this forum; we are not fascists and we will listen to criticism. However, no further flaming of L or any other member will be tolerated. If you have a problem with a specific developer, I urge you to PM that developer or Dark Nation, the project lead.
Gleeok wrote:...and L, how long is it gonna take to get a enemy ID list. Of course i'd like to know the ID of newly created enemies as well. I'm guessing your hard at work getting all this stuff ready for the next beta and all.
Oh, uh, right. Thanks for reminding me.
P.S: Have you tried reading std.zh? I hear it has a mighty fine list of enemy IDs.