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New enemies

4 replies · 5,107 views · Started 03 August 2011

I've been working to make scripted enemies as simple as possible to set up, so that any competent quest maker can use them easily. Here's what I've got: http://www.youtube.com/watch?v=CXVD2gIfE7w

If you want to use them, you'll need at least RC2. Here are the files:
ghost.zh
AutoGhost enemies

Same files, different host

Look at AutoGhost.txt for the full setup instructions.

There are only a few enemies for now, but I'll add more, and I do hope I won't be the only one writing them.

Just got around to taking a look at them. Very nice work.

However, I always felt the bosses in ALTTP were a little on the passive side. Maybe some sort of companion library like Weapons.zh to add a little variety could be something interesting in the future. :P

Oh, there's a ton of eweapon stuff in there, about a third of the file. I just haven't done much with it so far.

That's really awesome.

EDIT:
[quote="Saffith"]There are only a few enemies for now, but I'll add more, and I do hope I won't be the only one writing them. [/quote]

I've written an enemy (well, basically the movement rules for an enemy)-- the Spark from Super Mario Bros. 2. It could easily be made into a type of trap enemy, or a Bubble, or really anything you want it to be. I posted a thread about it on Pure. I think having an enemy that follows walls or other solid combos is a good basic movement type to have, and I hope someone can use it to build something truly awesome.

That said, I tried to make it ultra user friendly, and in doing so, I may have stumbled on a bug in the Ghost_CanMove function. Specifically, the logic on the diagonal directions is wrong. CanMove Left && CanMove Up != CanMove LeftUp, and really, there is never any good reason to check left and up but not diagonally leftup. Once that is fixed, my script should work with as little chance for failure as possible.