Well I didn't want to derail this into "Schwa's Project Thread" or anything, but... questions are questions...

If this continues on for long I'll ask they be sent to me as PMs. We're not trying to start a revolution here.
QUOTE(Pokemonmaster64 @ Nov 10 2011, 08:40 AM)
So maybe I'm just really cofused, but can't you just set a weapon's deadstate to 0 to make it die?

I have been unfortunate sometimes trying to use DeadState. Pretty much the only times it does what it's supposed to is when I set it for Sparkle LWeapons, otherwise it likes to glitch things out radically. Does it work for you and not for me?? Grr, maybe I must construct additional pylons...
QUOTE(kurt91 @ Nov 10 2011, 09:05 AM)
I'm scared... Are they actually going to "cooperate"? Like having the enemies with high-damage, close-range attacks suddenly get much more aggressive and in-your-face when they sense you're stunned and helpless? Suddenly I have the image in my head of a group of Zelda enemies coordinating a planned attack, intelligently flanking Link, er... Felix, and moving from cover to cover...
Umm... not really, no, but without spoiling too much, I will say I have something
pretty wild and along these lines for the Darknuts, which don't start appearing at all until like over halfway through the game...

QUOTE(kurt91 @ Nov 10 2011, 09:05 AM)
You're making enemies with perfect replicas of Link's weapons? Can you give a single enemy multiple weapons? Seems like a neat idea for a boss battle would be a perfect computer-controlled "Dark Link" type enemy with your full arsenal to battle you with.
Let me see if I understand this one right. Using your script will spawn a weapon for a single frame, every frame, at exactly the location you specify, so that you can make a list of locations to have a weapon that goes exactly where you want it to. Is that it? Are you putting those locations relative to the sprite using the weapon, or exact coordinates on the screen? I mean, would it be for, as an example, a boomerang that makes a more circular arc rather than straight forward and back, or for making obstacles that can travel in circles and curved movements, like a circular motion trap?
No. Using my script does NOTHING but remove any LWeapons on the screen that you have the Misc[0] set to over nine thousaaaand for. You can mod it to affect EWeapons, Items and/or NPCs if you wish, but that's still all it does is remove crap.
I have not released the (multitude of) scripts needed to get Goriyas to throw returning/Stunning Boomerangs, nor will I ever. These are trade secrets, my friend. I encourage you to learn ZScript and script it yourself if you're that driven, as these things are very indeed possible, as I prove
near the end of this video.
As for your boss idea, you can't even
conceive the thought in your skull how frustratingly tedious it is to program AIs into enemies-- at least the complex ones that involve more than like 1 or 2 derriatives. The best one I could come up with is a creature that chucks knives at you if (and only if) you're far away, and teleports out of range/counters with shruikens if (and only if) you try and hit it up close. That was only two instructions and it took almost a week to write him. Don't remind me that I intend to take on more intermediate and advanced-level AI tasks later on in the quest; I am NOT looking forward to it. But a Dark Link? For-f***ing-get it. I'm a masochist, but I'm not a depraved sicko from Silent Hill.
And as for where I spawn my Weapons: it completely depends on the scenario. Lately I've needed it for the custom Sword physics I'm writing, where you'll be able to swing the Sword differently and use different attacks depending on the way you press the arrow and Sword buttons (you can do combos and stuff sorta like Street Fighter teching). For the Sword's hitbox, I use an invisible Sword Beam LWeapon that's only 4x4 pixels in size, and I "move it around" wherever I draw the Sword graphics on the screen, by removing that LWeapon at the beginning of each frame and redrawing it by the end of that frame. That's the reason the sword is still able to hit through multiple enemies at once without disappearing. It also allows me full control; if, say, I have an attack where the sword gets really big all the sudden (random example, I'm not really doing this), then I can write it so during that attack, the hitbox grows to larger than 4x4, and it's a LOT less tedious than tracking an already-existing LWeapon and trying to modify that on the fly (especially Hitbox sizes of all things

what a pain).
I would actually say the uses you thought up for it would be
less conventional. The system I've adopted isn't a "plot-point" system, so much as a "conditionals" system, if there's no better term for it. I place the LWeapons using raw mathematics rather than set it up on a flight path (with Step or Angle or whatever).
Oh, here's another thing I did one time: I made a Blue Peahat enemy that always had five blue fireballs rotating around it in a circle. The Peahat enemy itself was what stored the variables for the Fireballs and positioning them, so every frame I could remove the Fireballs, lose no data, and redraw them again using the variables the Peahat was carrying in its Misc[] values and such. No matter where the Peahat moved, the Fireballs would follow it, because they were hardcoded to stay in a circle at "N" degrees at an "R" radius from the Peahat's X,Y position.

That's what I mean by raw mathematics.
QUOTE(kurt91 @ Nov 10 2011, 09:05 AM)
Now that I think about it, would you be able to use a script like that to recreate the Slime Eel boss from Link's Awakening? You know, the one where the tail spun in a circle and you had to hookshot the head out of the walls to find the weak point. Not saying to do it, but it seemed like a good example to help understand what the script can do. (For some reason, I'm only thinking of circular movement right now. Give it a while for the script's capabilities to sink in. I'm going to be in the middle of my college class and suddenly have a sort of "Eureka/Holy Crap!" moment out of the blue... I'm gonna get so many weird looks!)
Umm... yeah I could script that boss, but it wouldn't be with the re-drawing-stuff system, it'd most likely be by altering pre-existing FFCs that made up each segment. Geez, that actually looks kinda tough in my head...

I guess I would have to use plot points and a frame counter in conjunction to make the tail wiggle around while rotating, i.e. "move towards this X,Y coordinate during these __ frames, then move towards these X,Y coordinates for the next __ frames, and so on and so forth". See what I mean by AI being painful and tedious?

It would take me DAYS to work out all those plot points, for EVERY SEGMENT, and weed out the bugs and inconsistencies so it actually looked smooth.
QUOTE(kurt91 @ Nov 10 2011, 09:05 AM)
Wait a sec, does "LWeapon" mean Link's weapons? That would mean it's just for things you use.
Yes. But you can alter it to clip out other stuff too, in fact the comments even explain how.

During that Peahat example, I told it to remove EWeapons too, and that's how I redrew the fireballs every frame (that hurt Link).
QUOTE(kurt91 @ Nov 10 2011, 09:05 AM)
I've really gotta get around to learning scripting. Maybe after I finish the graphics and basics of my quest.
YES. Yes you do.

I would encourage this for ANYONE! Learn it, freaking learn ZScript.

Though, if you've never finished making a quest before, it's probably better you finish your "maiden project" just because then you actually have something under your belt, you know? You'll be not only better prepared to script by that point, but with the experience, you'll be better prepared to
be creative with scripting too, which is 100 times more important.

It's like you'd have the bricks to build a house with, and you decide to build a castle with them instead,
because you freaking CAN. Awesome awesome awesome feeling.
Don't ever forget that you are not in a hurry with Zelda Classic! It's a fun hobby. Pace yourself and it will stay fun.