This enemy editor will be better than I ever imagined!
I'd like only a tiny few more things into it...
1.Enemies which bounce Link back when he hits them. (LttP switch monsters and Giant Moldorm)
2.Enemies electroshock Link. (LttP Agahnim, electromedusas and greenies)
I think I would be quiet after these added.
_L_ wrote:If I'm implementing drowning, I'd better be implementing drowning enemies to boot.
Some should be able to drown in Shallow water too. (Or at least
dissipate. Gels, for example. Suppose they had contact with a pool of water, and their gelatinous substance broke down for some reason. This may not be true for (the already fictional.) the Gel's consistancy, but this is something to be left for the individual quest designer's imagination, rather than them having to be limited to the Gel as we all know it.
_L_ wrote:Also: enemy flag "Shields are Mirrored" is coded. With this, you can make those Mirror Shield Darknuts that everyone's been asking for.
What will these be mirroring, exactly? Sword Beams? Magic Beams? Fireballs? (Yours or the enemies'?
Both, perhaps?)
_L_ wrote:It would be mutually exclusive with the splitting effect, though. You couldn't make a splitting Zol that grows into a stronger splitting Zol. Fortunately, no such enemies exist in ZC 2.11.
Why not? Zel Tribbles grow into stronger Zol Tribbles after a few seconds.
What's a "Zel Tribble"?
Anyway, my point stands: Gel Tribbles cannot split into enemies, and Zol Tribbles cannot grow into a stronger enemy.
ShadowTiger wrote:What will these be mirroring, exactly? Sword Beams? Magic Beams? Fireballs? (Yours or the enemies'? Both, perhaps?)
It ought to match Link's own Mirror Shield in behaviour. So, yeah, both.
as long as were on enemies, is it possible to make a "Shadow/Dark Link" enemy? Basically it would have these characteristics:
When you enter the room he's in, the Shadow Link will have the exact same sword, shield, and Ring Link has, it walks toward him and actually "slashes (or stabs)"
In the misc properties,
I have to go, but I'll finish this post later
EDIT: continuation from the last sentence:
In the misc properties:
Each number would represent 1 usable item, for example, Misc 1 would represent the boomerang, a 0 would mean no Boomerang, a 1 means L1 Brang, 2= L2 etc
Misc 2 would be Bombs, 0 = none 1 =only reg, 2 = reg + super 3 = only super
Misc 3 = Bow; 0 none 1= short 2= long (if if misc 4 = 0, then changing the number here will do nothing)
Misc 4 = arrows (if Misc 3 = 0, then changing the number here will do nothing) 0 none, 1= wooden. 2= silver, 3= golden
Misc 5= shield 1= small, 2=magic, 3=mirror (the enemy flags (invulnerable in front/back etc wont do anything if thes misc # is greater than 0)
and some more, I'm just slight;y brainstorming here
majoras_wrath wrote:as long as were on enemies, is it possible to make a "Shadow/Dark Link" enemy? Basically it would have these characteristics:
When you enter the room he's in, the Shadow Link will have the exact same sword, shield, and Ring Link has, it walks toward him and actually "slashes (or stabs)"
In the misc properties,
I have to go, but I'll finish this post later
😮dd: I'm speechless! I was thinking about in on the bus 3/4 hour ago!
So, supported. I add only the followings:
1. If it's hard to make the exact idea of MW, then at least an enemy with Link behavior would be nice. (Walks around, stabs/slashes, has shield in front, etc.)
2.Is it possible for Shadow Link to have the exact same items that Link currently has?
One attribute that I would like to see would be a "moves opposite of Link" to simulate Goriya (the guys who copied your movement patterns - a red version also shot at you if they saw you).
And how can one simulate the archers from Zelda III who tried to make sure that they were always outside of sword distance? A negative homing rate?
CastChaos wrote:
2.Is it possible for Shadow Link to have the exact same items that Link currently has?
Thinking about this gives me an idea: a "Weak shield" flag that renders the enemy's shield equal to Link's - as in, it only blocks arrows and magic and sword beams and such.
As for the main concerns, which are:
* An enemy that stabs (or even slashes) with a sword
* An enemy that has more than one weapon
I can but say: maybe, maybe not.
That would be an awesome thing to have! Talk about one heck of a quest!😊 [SIZE="7"]😊 [/SIZE]
Certain Z3 shooters only fired when Link swung his sword. You will be able to make your own Shooters do that by setting dmisc9 to 1.
Concerning Traps... since you should be able to limit their directions, the following numbers can be input into dmisc9 to specify how a trap will lunge at Link:
1 = up
2 = down
4 = left
8 = right
16 = up left
32 = up right
64 = down left
128 = down right
For combinations of these, add the appropriate numbers together. Vertical is 3 and 4-Way is 15. (Of course, combinations don't work for constant-moving traps.)
These numbers also work for limiting the directions of projectile shooters. To make the shooter constantly face Link, as per the current shooters, leave dmisc9 as 0.
Any chance we'll be able to change the sizes of custom enemies? It's the one remaining feature I need for my quest.
I'm tellin' ya devs, as soon as 2.5 goes public, we're gonna get a huge number of threads in the vein of "how do i change eneny sizez???" People are going to see the enemy editor, and the first thing they're going to think is "OMG, custom bosses"
And a gigant flood (of biblical proportions, pun semi-intended) of incredibly noobish questions. an example I can think of is when someone asked "How do I save besides dying?" I answered them, but I was thinking "you know, pressing some buttons WILL NOT BLOW UP YOUR COMPUTER"
I think the beta forums are scaring people :P
Okay, I've gotten the diagonal traps working. Yee-hee-hee! Also, traps will always fire perpendicular to their direction of travel, as per the "cannon" effect described above.
So, what's the status on these custom enemies? It was sounding like they were getting pretty close to completion, but then things dropped off for a few weeks. Has progress halted, or is there just nothing noteworthy to report?
About those moving traps being able to simulate the cannons from lttp, they sound pretty cool, but I forsee a few problems. If memory serves, the cannons fired a linear projectile that pierced every shield. I don't think Zelda 1 had any such projectile. There's also the concern that you only have so many different projectiles, and you might not want to use something valuable like sword beams on cannonballs(in terms of appearance). Is there going to be a way around this issue?
Currently, my workload resembles a stack containing the following items:
* Item editor (pretty much "done"😉
* Enemy editor
* To-do list
* Quite possibly an item drop editor (that is, if none of the other fellows get it made first.)
Also: the Fireball 2 can be used as a cannonball if you want. Options exist for the trap to fire it in a cardinal direction.
With the item editor in the film canister, I shall now attempt to unite the Vire/Pols Voice (who have been somewhat united by DN, thank you) and halting_walk - and possibly make their jump heights customisable.
I've had another idea: while one can currently select an enemy's weapon type, I'll also provide the ability for each enemy to use a different weapon sprite. This'll be done by selecting a Weapon/Misc entry from a drop-down menu.
Okay! Maybe, maybe, I can unite the Wallmaster's walking system with that of the Walking Enemy. Then, I guess I can permit Walking Enemies that drag Link away when he's hit by them.
_L_ wrote:Okay! Maybe, maybe, I can unite the Wallmaster's walking system with that of the Walking Enemy. Then, I guess I can permit Walking Enemies that drag Link away when he's hit by them.
Gerudos, Castle Guards, WW Moblins... Cool. And customs weapon sprites arn't that bad either.
Ah - but note that such enemies will typically drag Link away through a wall, as is the Wallmaster's custom.
_L_ wrote:Ah - but note that such enemies will typically drag Link away through a wall, as is the Wallmaster's custom.
Perhaps there could be a flag that'd just have them
not walk through any walls or anything, and just have them wander around for a second or two, dragging Link with them wherever they go on their usual wandering pattern, and just walk out of there as if they
had gone through a wall?
... Because ... you know... real guards don't like to disobey the laws of physics when they don't have to. Usually. 😉 :blah:
Change of plans: the Wallmaster will remain its own family, but its dragging-away aspect (which isn't very complicated at all) will be available as a misc7 option to Walkers and Leevers (thus producing Oracles-style Floormasters).
Any predictions for when the next build is out? All these enemy editor additions (and additions in general) are getting me restless for a new build!
Well, the enemy additions won't be integrated into the source until all of them are finished, for compatability reasons.
Not sure when the next beta will be released, though.
Well, hurry it up already. You're practically begging for people to go psychotic. :scared:
In light of my newly released item/weapon editing capabilities, I have replaced the "invulnerable" enemy flags with a series of 16 defense variables corresponding to boomerangs, bombs, super bombs, arrows, fire, wands, magic, hookshots, hammers, sword strikes, sword beams, reflected sword beams, reflected magic, reflected fireballs, spin attacks, and quakes.
An enemy is immune to a weapon if its defense variable is greater than the weapon's power. To make an enemy that cannot be harmed by a sword with power 1, set its Sword defense to 2. To make an enemy that is immune to the stunning (level 0) boomerang, set its Boomerang defense to 1. To make an enemy that can be harmed by spin attacks but not slashes, set its Sword defense to 255 and its Spin Attack defense to 0.
Also! Every enemy, not just bosses, will have the option of a damage sound effect.
Perhaps the whistle as well? Multiple variations of digdoggers or Pols' Voices could hear different frequencies, perhaps.
Hm. It probably wouldn't be possible to be vulnerable to a lower weapon but invulnerable to a higher one, would it? (I.e. being vulnerable to the wood in the wooden sword, but steel doesn't affect it.)
I've been looking over some of the bosses (in particular, Gohma) and I must say, these guys are a cinch. If I put my mind to it, I could quite possibly implement sideways and south-to-north Gohmas.