Read-only archive of the Armageddon Games Forums Archive (2000–2026) · About this archive

Armos and script bug

2 replies · 1,149 views · Started 19 November 2007

DD, Do you still have that Lanmola crash test quest? Well if you go left a few screens to where lv3 in the first quest is you'll find some Armos. Hit the sword button and touch the armos. It's perpetual Armos!

Sort of annoying as Armos are actually another enemy that's much stronger in my quest. It's not fun to accidentally spawn lots of them. :laughing:..well, it's kinda fun.

What's happening here is that Armos don't change the Armos combo into the under combo until they're done "blinking in," probably to maintain some kind of NES compatibility.

While they're blinking in, they're suppose to be invincible, but like with the Lanmolas, manually changing their hp will still kill them.

Unlike the Lanmola case, this behavior is not a bug, since we still want the Armos to die via ringleaders, Kill All Enemies, etc, even if they're in the process of blinking in. The only reason you're seeing the Armos constantly reappear is that your script is fully killing them before they're done blinking in; if you make them tougher like you say, so that they survive for enough time, the under combo will appear as expected.

Ah, alright then. The problem I was having was that certain weapons become much more powerful when they level up, and while the armos are blinking in, you could easily kill them even when increasing their hp. I suppose it's back to plan B: Give them 500 HP and then let a script handle them when they become active.