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Eleventh Enemy Spawner (FFC)


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#1 Cukeman

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Posted 28 February 2016 - 05:51 PM

Can a FFC script be used to load an enemy where D0 is the enemy i.d. number, and D1 + D2 are the X + Y spawn coordinates?

 

This would only be useful to me if all of the following conditions are true:

1) This allows for 11 enemies to appear onscreen

2) The FFC-Spawned-Enemy can load on Screen Init (unlike normal enemies which spawn after the screen finishes scrolling)

3) The FFC-Spawned-Enemy Always Returns (but I can still turn this on/off for the standard enemies using the Screen Data E.Flags)

4) Having an 11th Enemy won't cause slow down

 

The purpose of this enemy is to change CSet 14 on Screen Init (based on the Use Pal CSet settings in the Enemy Editor). Normally enemies that change CSet 14 (like Ganon and Aquamentus) don't change CSet 14 until they load (after the screen finishes scrolling).


Edited by Cukeman, 20 April 2016 - 12:50 AM.


#2 Avaro

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Posted 28 February 2016 - 06:02 PM

ffc script CreateEnemy{
    void run(int enemyID, int enemyX, int enemyY){
        npc enemy = CreateNPCAt(enemyID, enemyX, enemyY);
    }
}

This is the script. You'll have to check the load script on screen init flag in the FFC settings. I never tried what would happen if you spawn an enemy on screen init though. I hope this helps you!


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#3 Jamian

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Posted 28 February 2016 - 06:10 PM

You can definitely have more than 10 ;)

 

Jamian.png


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#4 Cukeman

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Posted 29 February 2016 - 09:11 AM

ffc script CreateEnemy{
    void run(int enemyID, int enemyX, int enemyY){
        npc enemy = CreateNPCAt(enemyID, enemyX, enemyY);
    }
}

This is the script. You'll have to check the load script on screen init flag in the FFC settings. I never tried what would happen if you spawn an enemy on screen init though. I hope this helps you!

 

 

Yes! Thank you! Now I can *seamlessly* use CSet 14 (up to 30 times) as another "level-dependent CSet"  :D

:superevil:  bwahaha!!

 

Now instead of loading the enemy's Extra Sprite Palette into CSet14 after the screen finishes scrolling, it loads the CSet the very instant the screen begins to scroll. The enemy itself doesn't appear until the screen finishes scrolling, but that's perfectly fine with me, this script does exactly what I wanted it to  :approve:  :approve:  :approve:


Edited by Cukeman, 29 February 2016 - 09:16 AM.


#5 Cukeman

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Posted 19 April 2016 - 09:07 PM

ffc script CreateEnemy{
    void run(int enemyID, int enemyX, int enemyY){
        npc enemy = CreateNPCAt(enemyID, enemyX, enemyY);
    }
}

This is the script. You'll have to check the load script on screen init flag in the FFC settings. I never tried what would happen if you spawn an enemy on screen init though. I hope this helps you!

 

 

Is it possible to create an enemy without a hitbox? If so, I'd like to add that as argument D3



#6 Avaro

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Posted 20 April 2016 - 04:47 AM

ffc script CreateEnemy{
    void run(int enemyID, int enemyX, int enemyY, int enemyNohitbox){
        npc enemy = CreateNPCAt(enemyID, enemyX, enemyY);
        if ( enemyNohitbox == 1 )
            enemy->CollDetection = false;
    }
}

Now, if you set D3 to 1 it will be impossible to hit or get hit by the enemy.


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#7 Cukeman

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Posted 20 April 2016 - 06:00 AM

Excellent! Thank you! Now I can have 2x2 NPC graphics that always turn to face Link :)

 

I found out that "+ Tracking" in the enemy animations list means they always face toward Link.

Just combine that with a Step Speed of 0 and presto! No longer limited to 1x1 Eyeball combos


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