@Lejes- Your suggestion for offsetting the rotation of the barriers worked out. I'd been experimenting with that equation for a while, trying to figure out how all the parts fit together. I had learned how to shift the center of the circle, the radius of the circle and the direction of movement but this is a new one for me.
However, the 'enemy can walk through the wall' bug has resurfaced even though every combo onscreen is a 'No Enemy' combo, except the places where you can walk. Is this a common bug when it comes to ghosted enemies?
Two more things... I know some functions and equations use radians instead of degrees, but what exactly is the difference between them? I know one measures from zero to 360 and the other from -180 to 180 (I think), but how does the different forms of measurement affect the movement of something?
Second topic, if the script works without the Ghost_Waitframe, why include it? And as for the Ghost_Deathanimation, I've never been able to get it to work properly even by copying a line directly from another script and substituting the correct information into the function.
I've come a long ways in my usage of ghost.zh and your tutorial has certainly helped but I still have much to learn.
@Everyone Else- Next up, scripting some more enemy ideas I had. To that end, how do you change only one of an enemies defenses? For example, if you wanted a foe to temporarily be invulnerable, and then later weak to just one type of weapon; what command would you use?
Could an enemy grab Link and throw him across the room? Could an enemy have the flag "Only visible with Lens of Truth" or "Is Invisible" turned on and off?
I'm also open to any suggestions on scripting ideas. (I can't think of everything on my own.) One I conceived of a while back was a larger than normal dodongo. I had a member offer to script it then, but he never got around to it. (I don't mind, which is why if you don't know; I'm not reminding you who it was.)
So, I can see ways to change the animation and stop the movement whenever a super bomb is laid in front of it, but what about detecting the super bomb itself? It would have to be on the proper side, at whatever level the mouth of the enemy is and (presumably) not yet exploded to do damage.
I've been reviewing bosses in LTTP and so far the only ones that I don't think have been scripted are Mothula, Arrghus, Vitreous and Trinexx. Mothula doesn't really need as script, since he's just a big, flying enemy in a room with lots of traps and spikes. (The room itself would probably be scripted, though.)
For Arrghus, you'd need to make all of the eyeballs that hang onto him and have them designed where they'd be pulled to you when hit with the hookshot. The hard part of Arrghus would be getting him to jump offscreen and bounce around the room.
As I recall, the main body of Vitreous would sit there while the small eyes bounced towards you and it would occasionally shoot lightning bolts at you. It would be fairly easy to make the body invulnerable and immobile until the eyes died; then have it pursue you.
For Trinexx. you'd need both the Fire and Ice Rod and I don't really feel like adding the latter to my quest at this point.
Any suggestions on any of these, or other bosses from other games would be helpful!
Edited by ywkls, 27 June 2015 - 07:20 PM.

