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Enemy Spawning/TNO


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#1 LordVolcanon

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Posted 05 May 2012 - 05:14 PM

I want to make it so when all enemies except enemies that don't count as beatable enemies on a screen are defeated they will return when the dmap changes or Link dies. How do I do this?

EDIT: Also TNO is a typo for TNR which stands for Temporary No Return.

Edited by blackbishop89, 05 May 2012 - 05:23 PM.


#2 tox_von

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Posted 06 May 2012 - 06:34 AM

probably custom loading and placing and count either types or count hp and if theres none of a certain type the counter is one or the other. or if hp not 0 count equals whatever.

#3 Saffith

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Posted 06 May 2012 - 08:45 AM

Use Screen->D to store the initial value of Game->GuyCount[currentScreen] and whether only unbeatable enemies are left. Whenever Link dies or the DMap changes, go over the map and reset the GuyCount accordingly.

That may be a bit tricky, because Screen->D depends on DMaps and Game->GuyCount uses maps. You'll have to keep track of the DMap alignment to be sure you match the screens correctly. That's not something you can determine from the script; you'll just need to make an array with all the DMap offsets or something like that.

#4 LordVolcanon

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Posted 06 May 2012 - 09:17 AM

QUOTE(Saffith @ May 6 2012, 08:45 AM) View Post

Use Screen->D to store the initial value of Game->GuyCount[currentScreen] and whether only unbeatable enemies are left. Whenever Link dies or the DMap changes, go over the map and reset the GuyCount accordingly.

That may be a bit tricky, because Screen->D depends on DMaps and Game->GuyCount uses maps. You'll have to keep track of the DMap alignment to be sure you match the screens correctly. That's not something you can determine from the script; you'll just need to make an array with all the DMap offsets or something like that.


Got it, thanks. icon_smile.gif


#5 LordVolcanon

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Posted 16 May 2012 - 02:42 PM

Duh, It appears to only work on screen 0.

Edited by blackbishop89, 16 May 2012 - 02:48 PM.



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