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Splitting enemies and held items

22 replies · 5,420 views · Started 22 October 2007

reach the 4th dungeon and head far left till you reach a room with some black dudes that when hit split into 2 keese (uh ?). one will have the compass, now kill everything except 2 of the black dudes and wait for the compass to jump from one to the other then kill that one and get the compass.

ZC crashed right there.

Unfortunately, there is no test for consistency with Z1 because if you edit the ROM to give a carried item to a room full of Vires, the item is simply left on the ground. So, the item should either drop if the enemy is killed, or be carried by one of the created-on-death enemies. Dropping it would be easier to code, but I can see where either would be desirable. Enemy flag? Screen flag? Thoughts?

I recall in screens that you could SEE the enemy carrying the item, if you killed him you got the item without having to defeat the rest.
I DON'T recall ever seeing that used in a room with splitters, only Stalfos.

theres mummies that hold a key too i think, or at least a bomb in dungeon 5 of LOZ just south of the boss.

i dont think the item switches between enemies in LOZ like it does in ZC but this could be related to the bug at hand, probably killing a enemy not carrying the item resulted in glitching out ZC.

If you are going to talk about the original LOZ, ropes hold items too (level 2 key I believe) and you can see the items when they are being held. But again, they aren't splitters.

I can see the problem with having a splitting enemy hold an item. Which enemy would get the item?

Also, if the item is visible, you can just kinda touch the enemy (Potentially getting hurt in the process, though it's actually not a guarantee. 😛 ) to collect the item without having to kill it.

Of course, there's also a quest rule which causes items to appear where the enemy died, and be invisible and intangible until it's deceased. I think this quest was well before this rule's time though.

When I was using 2.10 and I was setting zol and gel tribbles with hidden items, it just put them in the item placement square.

I say it should go to the first split enemy (whichever one is first internally). Or, have an enemy or screen flag to choose. I can see situations where either might be useful.

Currently, no crash occurs, but splitter-held items do jump between split enemies when one is slain.