BreakShield() and shieldless sprites
#1
Posted 19 August 2013 - 10:31 PM
#2
Posted 20 August 2013 - 05:27 AM
All it does is break the shield regardless if Hammer breaks shield set.
You'll need to manually change the original tile which is what you set in the editor.
Protip: You can use this to give enemies firing animations too.
int npc->OriginalTile
#3
Posted 20 August 2013 - 06:11 AM
Edited by DaviAwesome, 20 August 2013 - 10:02 AM.
- justin likes this
#4
Posted 20 August 2013 - 09:55 AM
Also, can't you set the special tile (the middle box where you choose enemy tiles) for that? That's what Darknuts do, right? They use their special tiles when their shield is broken? Or at least that's what I think...
Since this thread is in scripting discussion, I think he means autoghosted enemies. But yes, normally darknuts work like that ;D
- David likes this
#5
Posted 20 August 2013 - 10:01 AM
Since this thread is in scripting discussion, I think he means autoghosted enemies. But yes, normally darknuts work like that ;D
And I hate not noticing things like that...
#6
Posted 20 August 2013 - 11:30 AM
I think I can probably find a way to store shieldless tile numbers in Misc Attribs for both AutoGhost and normal enemies, though. Thanks for confirming that this is necessary.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users

