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About a Custom Enemy that I made...

3 replies · 1,549 views · Started 26 April 2008

In my current test quest file: http://www.freewebs.com/masterpikachu/ZC%20Content/Incomplete%20Quests/LOZ%2DGeneration4.qst, I made a CSet 7 L1 Zol that splits into 3 CSet 7 L1 Gels (which is also one of my custom enemes). Whenever I split the CSet 7 Zol, all 3 Cset 7 Gels appear, but only one of them does not move at all. It stays in one place. In fact, I made a Zol that splits into 4 Gels a long time ago, but two of the Gels failed to move for some reason. In other words, if a Zol splits into 3 or more Gels, any extra Gels after the first two will fail to move, in other words, they just stay in one place.

On the other hand, my custom Vire, the CSet 8 Vire, which splits into 3 CSet 7 Keese, since the CSet 7 Vire splits into 2 Cset 8 Keese, works perfectly fine, because when it splits, all 3 Cset 7 Keese move around like they're supposed to. So, if a Vire splits into 3 or more Keese, then all the extra Keese after the first two start flying, which means those Keese work properly.

UPDATE: I added a Cset 7 Gel Tribble (That changes into a CSet 7 Zol Tribble, but changes into a Normal Cset 7 Zol with 1.90 Tribbles), a Cset 7 Zol Tribble (which splits into 3 Cset 7 Gel Tribbles), a CSet 10 Keese Tribble (which becomes a Cset 10 Vire Tribble, but changes into a Cset 8 Vire with 1.90 Tribbles), and a CSet 10 Vire Tribble (which splits into 3 Xset 10 Keese Tribble).

The Cset 10 Vire Tribble splits into 3 Cset 10 Keese Tribble, and they all move around like they're supposed to, so that works properly.

Only one problem with the Cset 7 Zol Tribble, although all 3 Cset 7 Gel Tribbles appear, only one of them stays in one place rather than move around, which is pretty much the same problem as the one regarding my Normal Cset 7 Zol.

This problem has nothing to do with enemy CSets, so why did you mention them?

So the only problem is that the 3rd split Gel doesn't move. I recall fixing that in my delayed "Enemy Editor 2.0", but I'll make the fix here as well.

_L_ wrote:This problem has nothing to do with enemy CSets, so why did you mention them?

I know the CSet isn't part of the problem at all, but I mentioned them, because the CSets are in the names of these custom enemies. And of course, I renamed some of the older enemies (which are already in there) by adding the Cset to their names.