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Continuous Zora HP

NPC script

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#1 Bagu

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Posted 31 January 2020 - 09:52 PM

I soooo close to finnish the last Dungeon, of my 3 level Demo...
It's a water dungeon... 
I wanted to make a bigger (not the problem in 2.55 - really LOVE the size attributes in the enemy editor)
and stronger Zora as boss enemy. But I struggle with one problem.
Adding HP (enough to make him not die, in 1-2 strikes) makes him literally immortal, cause everytime he dives and surfaces, the HP is reset (like usual for Zora type enemies).

I thought about making it a "fake zora" (a Leever, placed on unwalkable dummy water combos, while the ground combos got "No Enemy" Flags), but Leevers are not shooting. So I don't have an Idea.

I made other enemies, that could work as water boss, too.
An invisible manray (ignoring all weapons, till my Cane of Byrna based fairy touches it)
but it's more a mini oss to me.

And I fell in love with my giant fish head....
Would love to see it working in my game.



#2 P-Tux7

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Posted 31 January 2020 - 10:38 PM

Newbie Boss can teleport and shoot like a zora. It can also be set as "aquatic" to only walk/teleport to water combos.
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#3 Bagu

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Posted 31 January 2020 - 10:57 PM

Is this an ffc script (ghost) or an npc script?
 



#4 Lüt

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Posted 01 February 2020 - 05:26 AM

It's this, and it's a ghost (ffc) script.



#5 Bagu

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Posted 01 February 2020 - 08:12 AM

I loaed ghost.zh, combined the active global script with with my other global functions and added the EZ Boss ffc script.
Now I study the set up, to figure out, how to use it right.

p.S.: please excuse my terrible englisch
 



#6 TheLegend_njf

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Posted 01 February 2020 - 09:47 AM

Your english is fine. English is my natural language and even I still struggle with it. Lol
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#7 Bagu

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Posted 01 February 2020 - 10:02 AM

Thank you  :approve:  :approve:  :approve: 

 


At the moment I have a little trouble, to use this sript right way.
I loaded the tileset to the  combo page, made first few settings...

But the ffc just disappears when I enter the screen.
 



#8 Bagu

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Posted 01 February 2020 - 10:53 AM

ALLRIGHT!!!
Found out  what was wrong....
I thought the fact that this is an ffc script, means I have to place an ffc using this script, wich spawns the enemy.
Yeah, I feel a bit stupid



#9 Bagu

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Posted 01 February 2020 - 03:22 PM

But I would still prefer a specific, single NPC script, for this enemy



#10 P-Tux7

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Posted 02 February 2020 - 10:17 PM

Hmm, this may work as long as you ONLY have this one enemy on screen...

 

1. 999 HP Zora so it can't be killed normally

2. FFC with script

3. Increases a self-variable whenever damage is done to an enemy on the screen (for example, increased by 8 whenever an enemy is hit by an 8-damage attack)

4. Once the FFC reaches a certain value of that variable, kill all enemies (and perhaps projectiles)

 

I'm not sure of how to do this in a script but this sounds logical.


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#11 Bagu

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Posted 03 February 2020 - 07:47 AM

I made it a leever (in place)...
Placed it on dummy water combos, with true water combos left and right and an half unwalkable combos under it, to prevent Link walking into it. I gave it Venrobs Summoner NPC script to call more regular Zoras (appearing on the true water combos), and placed "no enemy" flags on the whole walkable ground.
It looks fine....
Step speed 0 Makes it always appear centered in the Fake-Lake and sychronizing the attributes for summonig and the framerate makes it call Zoras, each time it appaers.

I would love to give it sfx attributes (instead of one of the three Enemy ID attributes), always played when summonig.
But script modifications like this are much to difficult for me.



#12 Bagu

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Posted 25 February 2020 - 07:18 AM

Zoria just gve me this script.
I just post it here, to make it easier for others members to find it.

Thanks very much, once again...
This site is great!!!
npc script zorahp{    void run()    {        int lasthp = this->HP;        while(1)        {            if ( !this->Submerged() && (this->HP != lasthp ))            {                if ( this->HP < lasthp )                {                    lasthp = this->HP;                }                else //re-emerging from water                {                    this->HP = lasthp;                }            }            Waitframe();        }    }}

Edited by Bagu, 25 February 2020 - 04:27 PM.


#13 Timelord

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Posted 25 February 2020 - 06:04 PM

I'm unsure how all of that ended up on one line... What ate the newlines? Are you using MS Notepad.exe?!
 

npc script zorahp
{
    void run()
    {
        int lasthp = this->HP;
        while(1)
        {
            unless ( this->Submerged() && (this->HP == lasthp ))
            {
                if ( this->HP < lasthp )
                {
                    lasthp = this->HP;
                }
                else //re-emerging from water
                {
                    this->HP = lasthp;
                }
            }
            Waitframe();
        }
    }
}

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#14 Bagu

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Posted 25 February 2020 - 07:39 PM

I don't know, too

I edited my original post after I got the fixed (Submerged) line.
I only deleted the "Is" in the code.
Didn't recognize this had happend.

I was just happy, it worked so excellent.
So I thought it would be a good idea, to add it, to this content, to make it easier to find.

No clue why it's been compressed in one line, after editing

Maybe because I made the changes with smartphone
(I'll never do THIS again)

Sorry


Edited by Bagu, 25 February 2020 - 07:42 PM.




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