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More Patra bugs

6 replies · 1,671 views · Started 29 July 2007

misc1: number of outer eyes
misc2: number of inner eyes
misc3: HP of eyes
misc4: 0 = expanding circle movement, 1 = oval movement
misc5: 1 = center eye fires weapon, 2 = inner eyes fire weapons
misc6: ?
misc7: ?

Code:
if((misc%dmisc6)==0)
loopcnt=dmisc7;misc8: tile modifier for eyes
misc9: CSet of eyes
misc10: 0 = Patra, 1 = Patra BS

1) misc 1, 2, and 3 are also defunct on non bs patra's.

2) They shoot all non fireball projectiles in random directions. (I thought they had homing? :shrug: maybe not.) What direction are the inner eyes looking anyway? Maybe if they're 8 diection just have them always them face Link.

I also thought patra's use cset 15...hmm, i'll try again. I'm sure there nothing else with the patra's. This should cover it. 😉

Are you sure? I'm not seeing any problems with non-BS Patras, other than the spacing between kids, which I'll try to fix.

Haha! Behold the 100 eyed patra!

Umm, the spacing is still whacked out. Is this implemented in 536 or left out?

How many heads is whacked out? Too many might cause numerical precision problems.

EDIT: Just tried a 100-kid BS Patra without problems. (It does take a while for the kids to appear, as their spawning is staggered - which may or may not be consistent with the real Zelda BS, I don't know.)

Ahh actually that's the coolest fing effect ever. Its like art. Beautiful art.

I simply increased the eyes HP by 3x to account for the delay, so you can't kill them in a few whacks. Works great, scratch my previous post.

Ooh, 150 eyed patra 3!! I'm all tingly.

-Dead bug. 😃