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Accessing Enemy and Item IDs


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#1 Mitchfork

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Posted 04 June 2007 - 11:10 PM

Okay... so the new string attributes and the enemy editor is uber cool. But, for some of the string functions and the tribble enemies, you have to no the IDs of the enemies or items you are referring to! Is there any way to access these, or is there a list somewhere? Thanks in advance.

#2 Majora

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Posted 05 June 2007 - 08:33 AM

There SHOULD be a list of enemy ID's in the file "std.zh"

#3 ShadowTiger

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Posted 05 June 2007 - 09:27 AM

Apparently so! I don't know the z### enemy ID's, but I'd wager they are easily found by extrapolating from the largest number within this list. This may be Enemy 176 that begins the Z### cycle.

CODE
//Guy IDs. Use with CreateNPC().

const int NPC_ABEI        = 1;
const int NPC_AMA        = 2;
const int NPC_MERCHANT        = 3;
const int NPC_MOBLIN        = 4;
const int NPC_FIRE        = 5;
const int NPC_FAIRY        = 6;
const int NPC_GORIYA        = 7;
const int NPC_ZELDA        = 8;
const int NPC_ABEI2        = 9;
//Enemy IDs.
const int NPC_AQUAMENTUSL    = 93;    
const int NPC_AQUAMENTUSR    = 58;    
const int NPC_ARMOS        = 37;
const int NPC_BAT        = 106;
const int NPC_BOMBCHU        = 160;
const int NPC_BOULDER        = 135;
const int NPC_BUBBLEITEMP    = 118;    
const int NPC_BUBBLEITEMR    = 119;    
const int NPC_BUBBLEITEMT    = 117;    
const int NPC_BUBBLESWORDP    = 81;    
const int NPC_BUBBLESWORDR    = 82;    
const int NPC_BUBBLESWORDT    = 51;    
const int NPC_CEILINGMASTER    = 101;    
const int NPC_DARKNUT1        = 49;
const int NPC_DARKNUT2        = 50;
const int NPC_DARKNUT3      = 92;    // Splits when killed.
const int NPC_DARKNUT4        = 172;  // Mirror shield.
const int NPC_DARKNUT5        = 87;   // Sword beams.
const int NPC_DIGDOGGER1    = 66;    
const int NPC_DIGDOGGER3    = 67;    
const int NPC_DIGKID1        = 68;
const int NPC_DIGKID2        = 69;
const int NPC_DIGKID3        = 70;
const int NPC_DIGKID4        = 71;
const int NPC_DODONGO        = 60;
const int NPC_DODONGOBS        = 114;
const int NPC_DODONGOFIRE    = 115;    
const int NPC_ENEMYFIRE        = 85;
const int NPC_FLOORMASTER    = 102;    
const int NPC_GANON        = 78;
const int NPC_GEL        = 42;
const int NPC_GELFIRE        = 161;
const int NPC_GELFIRETRIB    = 163;    
const int NPC_GELTRIB        = 88;
const int NPC_GHINI1        = 35;
const int NPC_GHINI2        = 36;
const int NPC_GHINIMGC        = 173;
const int NPC_GIBDO        = 54;
const int NPC_GLEEOK1        = 62;
const int NPC_GLEEOK1FIRE    = 109;    
const int NPC_GLEEOK2        = 63;
const int NPC_GLEEOK2FIRE    = 110;    
const int NPC_GLEEOK3        = 64;
const int NPC_GLEEOK3FIRE    = 111;    
const int NPC_GLEEOK4        = 65;
const int NPC_GLEEOK4FIRE    = 112;    
const int NPC_GOHMA1        = 72;
const int NPC_GOHMA2        = 73;
const int NPC_GOHMA3        = 121;
const int NPC_GOHMAFIRE        = 122;
const int NPC_GORIYA1        = 45;
const int NPC_GORIYA2        = 46;
const int NPC_GORIYA3        = 136;
const int NPC_GRAPBUGHP        = 174;
const int NPC_GRAPBUGMP        = 175;
const int NPC_ITEMFAIRY        = 84;
const int NPC_KEESE1        = 38;
const int NPC_KEESE2        = 39;
const int NPC_KEESE3        = 40;
const int NPC_KEESETRIB        = 90;
const int NPC_LANMOLA1        = 74;
const int NPC_LANMOLA2        = 75;
const int NPC_LEEVER1        = 26;
const int NPC_LEEVER2        = 27;
const int NPC_LEEVER3        = 137;
const int NPC_LIKELIKE        = 53;
const int NPC_LYNEL1        = 30;
const int NPC_LYNEL2        = 31;
const int NPC_LYNEL3        = 168;
const int NPC_MANHANDLA        = 61;
const int NPC_MANHANDLA2    = 94;    
const int NPC_MOBLIN1        = 28;
const int NPC_MOBLIN2        = 29;
const int NPC_MOLDORM        = 59;
const int NPC_OCTOROCK1F    = 22;    
const int NPC_OCTOROCK1S    = 20;    
const int NPC_OCTOROCK2F    = 23;    
const int NPC_OCTOROCK2S    = 21;    
const int NPC_OCTOROCKBOMBF    = 141;    
const int NPC_OCTOROCKBOMBS    = 140;    
const int NPC_OCTOROCKFIREF    = 139;    
const int NPC_OCTOROCKFIRES    = 138;    
const int NPC_OCTOROCKMGC     = 86;    
const int NPC_PATRA1        = 76;
const int NPC_PATRA2        = 104;
const int NPC_PATRA3        = 105;
const int NPC_PATRABS        = 103;
const int NPC_PATRAOVAL        = 77;
const int NPC_PEAHAT        = 32;
const int NPC_PEAHATFIRE    = 169;    
const int NPC_POLSVOICE        = 55;
const int NPC_POLSVOICEBS    = 171;    
const int NPC_POLSVOICEMGC    = 170;    
const int NPC_ROCK        = 34;
const int NPC_ROPE1        = 44;
const int NPC_ROPE2        = 80;
const int NPC_SHOOTFBALL    = 83;    
const int NPC_SHOOTFLAME    = 158;    
const int NPC_SHOOTFLAME2    = 159;    
const int NPC_SHOOTMAGIC    = 154;    
const int NPC_SHOOTROCK        = 155;
const int NPC_SHOOTSPEAR    = 156;    
const int NPC_SHOOTSWORD    = 157;    
const int NPC_SPINTILE        = 166;
const int NPC_SPINTILERND    = 167;    
const int NPC_STALFOS1        = 41;
const int NPC_STALFOS2        = 79;
const int NPC_STALFOS3        = 120;
const int NPC_TEKTITE1        = 24;
const int NPC_TEKTITE2        = 25;
const int NPC_TEKTITE3        = 165;
const int NPC_TRAP        = 47;
const int NPC_TRAP8WAY        = 142;
const int NPC_TRAPBACKSLASHC    = 146;    // Southwest to northeast.
const int NPC_TRAPBACKSLASHLOS    = 147;
const int NPC_TRAPCCLOCKWISEC    = 150;    
const int NPC_TRAPCCLOCKWISELOS    = 151;    
const int NPC_TRAPCLOCKWISEC    = 148;    
const int NPC_TRAPCLOCKWISELOS    = 149;    
const int NPC_TRAPDIAG        = 143;
const int NPC_TRAPHORIZC    = 97;    
const int NPC_TRAPHORIZLOS    = 95;    
const int NPC_TRAPSLASHC    = 144;    // Northwest to southeast.
const int NPC_TRAPSLASHLOS    = 145;
const int NPC_TRAPVERTC        = 98;
const int NPC_TRAPVERTLOS    = 96;    
const int NPC_TRIGGER        = 116;
const int NPC_VIRE        = 52;
const int NPC_VIRETRIB        = 91;
const int NPC_WALLMASTER    = 48;    
const int NPC_WIZZROBE1        = 56;
const int NPC_WIZZROBE2        = 57;
const int NPC_WIZZROBEBAT    = 107;
const int NPC_WIZZROBEBAT2    = 108;    
const int NPC_WIZZROBEFIRE    = 99;    
const int NPC_WIZZROBEICE    = 153;    
const int NPC_WIZZROBEMIRR    = 113;    
const int NPC_WIZZROBESUMM    = 152;    
const int NPC_WIZZROBEWIND    = 100;    
const int NPC_ZOL        = 43;
const int NPC_ZOLFIRE        = 162;
const int NPC_ZOLFIRETRIB    = 164;    
const int NPC_ZOLTRIB        = 89;
const int NPC_ZORA        = 33;


#4 Turbon714

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Posted 05 June 2007 - 12:43 PM

I was reading through the list of enemies you had in code, ShadowTiger, and I found a lot of them that I haven't heard of before. Such as: const int NPC_CEILINGMASTER = 101; const int NPC_DARKNUT4 = 172; // Mirror shield. const int NPC_LYNEL3 = 168; const int NPC_TEKTITE3 = 165; Are these enemies in the new betas or did you create them using the enemy editor? If you did make them, can you please tell me which settings you set to make these enemies? Thanks. icon_smile.gif

#5 Feenicks

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Posted 05 June 2007 - 02:08 PM

I think they are enemies that are going to be implemented, but as of right now have not.

#6 Mitchfork

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Posted 05 June 2007 - 02:56 PM

Yeah, there are a lot of beta enemies that I'm noticing....

Thanks, I found exactly what I needed.


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