This is a work-in-progress script to replicate the completely quirky NES enemy drop mechanics, including all of the nonsensical technical rubbish involved with the old 10th ENEMY HAS THE BOMB message in 1st/2nd.
If this eventually works, we will incorporate it into the Classic Module 1st.qst, and 2nd.qst files.
I welcome any additional insight into the NES accuracy, although I will note that this can never be 100% accurate, because that would mean rewriting engine Dodongos. That, or I'll need to use npc scripts for them.
This will also require giving room guys their own npc scripts, if I want to present that little technical nugget.
[2.55][Script] Accurate NES Enemy Drops
Started by
Timelord
, Feb 18 2019 11:44 AM
2 replies to this topic
#1
Posted 18 February 2019 - 11:44 AM
- Anthus and SkyLizardGirl like this
#2
Posted 18 February 2019 - 12:09 PM
I thought Dodongos were getting a NPC Script rewrite?
#3
Posted 19 February 2019 - 03:40 PM
This for Enemies Dropping down after Spawning? Also,
So does this allow - Treasure Chests to drop down from Ceiling, or etc?
One thing i want to make Treasure chests Appear just like Stairways do, but it won't allow it in the editor
eithers. :/
Edited by SkyLizardGirl, 19 February 2019 - 03:41 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users