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#1 -DuCkTApE-

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Posted 22 March 2012 - 03:26 PM

Okay is there a script that makes a enemy 2x2? If theres not, can somebody please make 1 icon_puppyeyes.gif

#2 LordVolcanon

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Posted 22 March 2012 - 03:27 PM

Do you want it to be centered or just extended?

#3 -DuCkTApE-

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Posted 22 March 2012 - 03:29 PM

extended. i want it were the enemy is the size as a boss like aquamantis

#4 LordVolcanon

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Posted 22 March 2012 - 03:37 PM

Just appearance or collision as well.

#5 -DuCkTApE-

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Posted 22 March 2012 - 03:50 PM

both of those

#6 MoscowModder

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Posted 22 March 2012 - 03:58 PM

I have one of those lying around...
Set the enemy's Misc Attribute 10 to 2 for a 2x2 enemy.

This isn't compatible with AutoGhost, though. It would be pretty cool if BB89 (or anyone else) could make one that uses the AutoGhost library.
CODE
global script BigEnemies
{
    void run()
    {
        while(true)
        {
            ExtendEnemies();
            Waitframe();
        }
    }
    
    void ExtendEnemies
    {
        npc enemy;
        
        for(int i=Screen->NumNPCs(); i>0; i--)
        {
            enemy=Screen->LoadNPC(i);
            
            if(enemy->Extend==0 && enemy->Attributes[10]!=0)
            {
                if(enemy->Attributes[10]==1)
                    enemy->Extend=1;
                else if(enemy->Attributes[10]==2)
                    enemy->Extend=2;
            }
        }
    }
}


#7 LordVolcanon

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Posted 22 March 2012 - 04:01 PM

Alright, just give me a minute and I'll write you up a ffc okay.

CODE
ffc script BigEnemy{
    void run(int enemyNum){
        Waitframes(4);
        npc n = Screen->LoadNPC(enemyNum);
        if(!n->isValid()) Quit();
        n->Extend = 3;
        n->HitWidth = 32;
        n->HitHeight = 32;
        n->TileWidth = 2;
        n->TileHeight = 2;
    }
}


@MoscowModder
He wants collision as well, extending it to 2 t won't effect that.

Edited by blackbishop89, 22 March 2012 - 04:06 PM.


#8 -DuCkTApE-

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Posted 22 March 2012 - 04:10 PM

how would i set this up to use it? would i do what you do to have a NPC talk but have that script on it?

#9 MoscowModder

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Posted 22 March 2012 - 04:13 PM

Are you asking for a talking NPC (with the NPC script) that is 2x2? In that case, I *think* you can just use the normal NPC script and set the FFC's width and height in ZQuest. This script won't help you because ZScript's definition of an npc is an enemy or guy, while the scripted talking NPCs are FreeForm Combos.

#10 -DuCkTApE-

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Posted 22 March 2012 - 04:14 PM

no, how would i use the script to make a big enemy

#11 LordVolcanon

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Posted 22 March 2012 - 04:17 PM

1. Attach it to a ffc on the screen with the enemy.
2. Set argument D0 to the enemies position in the screen's enemies list. So if the enemy is the 9th enemy. You put 9. Only works with enemies placed on the screen. Not ones that are spawned.

#12 -DuCkTApE-

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Posted 22 March 2012 - 04:37 PM

Thank You!!!!!!!!!!!!!!!!! icon_biggrin.gif now i can make my own custom bosses!!!!!!!!!!!!!!!!!!!! and badguys!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

#13 LordVolcanon

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Posted 23 March 2012 - 09:36 AM

Let me know if you have any problems or changing your mind about centering it.

#14 -DuCkTApE-

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Posted 23 March 2012 - 05:31 PM

I have a keese like enemy but big, and i try to make it have fire breath but it doesnt. can keese shoot out fire?

#15 LordVolcanon

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Posted 23 March 2012 - 05:35 PM

QUOTE(-DuCkTApE- @ Mar 23 2012, 05:31 PM) View Post

I have a keese like enemy but big, and i try to make it have fire breath but it doesnt. can keese shoot out fire?


Unfortunately no, but that would be awesome if they could. icon_awesome.gif


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