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I'm going to be re-jiggering the custom enemy system...

164 replies · 40,614 views · Started 25 January 2007

Simple movement patterns are equally easy to script. What is more challenging is multiple-stage boss behavior. I guess there's no easy way to build that sort of thing into the editor that would be any simpler than scripting, though. I'm talking about stuff like: move in a circle, then stop and animate, shoot at link, then continue moving, speed up at low health, etc.

I've already given enemies a "speed up at low health" flag, for what it's worth.

Incidentally, right now I'm figuring out how to make a Moldorm that goes faster without its individual segments becoming a little detached.


I'm talking about stuff like: move in a circle, then stop and animate, shoot at link, then continue moving, speed up at low health, etc.


My idea for non-scripted like this(post 2.5) would be a series of fields, aranged in a 2 x X grid. The first field of each row is how many seconds into the battle it preforms the action, the second is what action is preformed at that point, from a pre-made list of stuff like "Movement Pattern A(Oval)", "fire Weapon", etc. And it would probably loop.

Oh, I see you've updated the enemy editor misc values topic since the last time, and the changes look promising. Notably, it seems like you're revamping all of the bosses to be able to appear anywhere in the room which is a major improvement and really improves flexibility. I also have to note the addition of z3 Moldorm which also happens to be listed separately from the tail weak point. What properties do z3 Moldorms have as implemented in Zelda Classic?

Also, am I correct to assume that all the listed enemies, except Moldorm who is currently being worked on, are finished? So that would leave Dodongo, Gleeok, Digdogger, Patra, Lanmolas, and Ganon to be done after Moldorm is finished. Putting it that way makes it sound like the final release of this isn't too far off, though I know that there are doubtlessly many unpredictable factors influencing that.

Z3 Moldorm is a combination of 2 (only tail is vulnerable) and 3 (all segments die simultaneously).

If you haven't already thought of doing so, here's an idea for Manhandla:

Body Width

For example, the regular Manhandla would be 1, while Manhandla would be 2. Don't know how what how many tiles the body would use, though. Maybe use 1x1 body tiles for odd-numbered sizes and 2x2 body tiles for the even-numbered? (If that is too much, you could just use a Misc. box for this purpose)

Of course, we would also have to include my next suggestion as well:

# of heads
And my next one:

% to speed up by when head is killed

I don't know if this is possible, but think of the possibilities...

16-headed Manhandla that doubles its speed every time a head is killed. I think I'm scared

Holy moly batman! I think that would take up the whole screen. Try increasing Manhandla2's hp x10, i'm already scared. I also remember something about being able to change the nember of Gleeok heads also, but that's probably dated as well since you can just up enemy hp. I do have a question though. Will all the enemies have all the updated weapon capabilities such as rapid-fire and stream of weapons once the re-jiggering is done, or just some of them?

More specifically, any plans to make non floating enemies have rapid fire, and bosses to have both options?

EDIT: Oh yeah, it's misc1 for the heads. just dont set that to more than 150 or it will crash horribly...

Actually, the number of Gleeok heads is completely unrelated to the HP. I think it's a misc. attribute. (Just look for whatever one corasponds with the number of heads) Heh, I remember someone making a 64 headed gleeok.

Good news! It turns out that deep down, Moldorms and Lanmolas are exactly the same. So I'll be uniting them into one customisable enemy type.

Stable release, you say? Well, if you insist, but I'll have to withhold the New Enemy Editor until afterward*. Good thing I've been working on that backwards-compatability functionality, then!

EDIT1: (Who knows, maybe with this extra time I might be able to add 2x2 enemies. It's easier than it first appears...)

EDIT2: *Unless... nah.

EDIT3: Reinstated EDIT1. Why am I so dishonest?

well, since you edited it, and added the bottom part it doesn't sound so much like a little mad kid taking his enemy editor and going home after his six month run on the playground at adding features without thought of a stable version, so instead of commenting on that I'll say that's a good plan, it needs to support 2x2 enemies, that WOULD be worth waiting for.
😉

UH OH....
You edited it back out...
Well I guess the first part of my post still stands anyway then. 😉


(Who knows, maybe with this extra time I might be able to add 2x2 enemies. It's easier than it first appears...)

Yes! YES! YES!