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Things Bokoblin needs help on


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#1 Bokoblin

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Posted 05 March 2023 - 11:52 PM

Yeah, I know why everyone hates me on this forum now, because I just logged onto PureZC and saw how much I cluttered up the "Editor Help" category.

 

I am so sorry. This what not what I intended

 

So, whenever I need help on something, I am going to post it here.

 

At the time of posting, I'm designing a boss. A boss with multiple attacks and teleportation abilities.

 

 

And this is just the sub-boss! People, please do not go to Faron until you get the Magical Sword. I am begging you. 

 

 

Here are the things I need help on (at the time of posting)

 

-How to make enemies warp (without it being a glitch)

 

-How to make custom attacks for enemies (I'm planning on making an electric Wizzrobe variety that shoots lightning bolts like a discount Palpatine)

 

-How to make enemies summon other enemies (I want to make a purple Bokoblin Summoner enemy that summons Red Bokoblins)

 

-How to make enemies spawn every couple seconds until a boss is defeated

 

-How to make enemies spawn, then despawn after a while (I want to make a certain boss from Wind Waker in the original TLOZ. The boss in question has a very fast and high-damaging tentacle attack. Since the attack can't work in a 2d format, I want to modify it by making it summon tentacles (which are classified as an enemy due to how the engine works) right at your location, so you have to move around a lot in the fight. These tentacles would then have to despawn after 2-3 seconds to make it fair for the player and to avoid creating a lag machine.)

 

-How do you even make an enemy have multiple attacks? Obviously it's possible, Manhandla fires both a slow and fast fireball burst, and those are classified as 2 separate attacks by the game. But in ZQuest, there is no prompt for multiple attacks.

 

-Can you make an attack slow the player down? Can you also make an attack catch the player on fire? (I'm making more new areas after Faron, and two of them are Hebra Peak and Eldin Caves. These two areas are host to 2 new types of Octorok, the Permafrost Octorok and the Igneous Octorok, respectively. The Permafrost variant slows the player, and the Igneous variant catches the player on fire, causing chip damage for 5 seconds.)

 

-Can you make an attack stun the player? (Electric Wizzrobe)

 

-Can you make an enemy summon multiple types of enemies? (I want to make a Wizzrobe Archmage that summons every single different Wizzrobe type in the fight)

 

-How in the name of Hylia do boss sprites work? You can't really select the top left sprite for a walk cycle if the enemy's sprite is actually 4 sprites.

 

-How to make a custom Guy (no prompt for it, do I have to do it in the Enemy Editor?)

 

And finally,

 

-Is there a barber shop in Hyrule that caters to trees as well as people? I got a whole region full of trees that need a damned haircut.


Edited by Bokoblin, 06 March 2023 - 12:00 AM.


#2 Emily

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Posted 06 March 2023 - 12:41 AM

-How to make enemies warp (without it being a glitch)

Scripts.

-How to make custom attacks for enemies (I'm planning on making an electric Wizzrobe variety that shoots lightning bolts like a discount Palpatine)

Scripts.

-How to make enemies summon other enemies (I want to make a purple Bokoblin Summoner enemy that summons Red Bokoblins)

There is a summoner wizzrobe default enemy, which can summon stuff- though it is not very good, and has no spawn limit so it will just flood the screen infinitely. Scripts are better. I have a summoner script on the database that is a lot better.

-How to make enemies spawn every couple seconds until a boss is defeated

This used to require scripts, but actually doesn't now! You can use the "Triggers" tab in a combo editor to customize a combo. You can give it a timer to have it trigger every x number of frames (60 frames per second), and have it Spawn Enemy on being triggered- thus spawning enemies repeatedly as long as the combo is on screen. You could then have screen secrets remove the combo, and use the screen flag Enemies->Secrets to make killing all the enemies in the room trigger secrets, thus stopping the spawning.

You can also then set the "First Enemy is Ringleader" screen flag, and make sure your boss is the first enemy in the screen's enemy list- this is optional, but will make killing the boss kill all the minions automatically, thus making it so you don't need to kill all the enemies too.

-How to make enemies spawn, then despawn after a while (I want to make a certain boss from Wind Waker in the original TLOZ. The boss in question has a very fast and high-damaging tentacle attack. Since the attack can't work in a 2d format, I want to modify it by making it summon tentacles (which are classified as an enemy due to how the engine works) right at your location, so you have to move around a lot in the fight. These tentacles would then have to despawn after 2-3 seconds to make it fair for the player and to avoid creating a lag machine.)

Scripts.

-How do you even make an enemy have multiple attacks? Obviously it's possible, Manhandla fires both a slow and fast fireball burst, and those are classified as 2 separate attacks by the game. But in ZQuest, there is no prompt for multiple attacks.

Scripts. Z1 boss type enemies (manhandla, dodongo, etc) are REALLY FUCKING JANK and coded TERRIBLY and are hardcoded bullshit. Anything to do with Z1 bosses should not be expected to apply to any other enemy, and anything to do with Z1 bosses is bad.

-Can you make an attack slow the player down? Can you also make an attack catch the player on fire? (I'm making more new areas after Faron, and two of them are Hebra Peak and Eldin Caves. These two areas are host to 2 new types of Octorok, the Permafrost Octorok and the Igneous Octorok, respectively. The Permafrost variant slows the player, and the Igneous variant catches the player on fire, causing chip damage for 5 seconds.)
-Can you make an attack stun the player? (Electric Wizzrobe)

The only status effects that exist in the engine are "Drunk" (scrambles controls, this is awful, do not use it, everyone hates it), "Stun" (completely stunning you so you cannot move, turn, use items, etc), or "Bunny" (ala Link to the Past). No other effects exist, and I don't believe you can even use these 3 effects without scripts (Stun I think you can use Link's defenses for? but drunk/bunny you can't have an enemy cause without scripts). Any other status effects you would want, such as a "slow" or "on fire", would need to be custom scripted.

-Can you make an enemy summon multiple types of enemies? (I want to make a Wizzrobe Archmage that summons every single different Wizzrobe type in the fight)

Not without scripts.

-How in the name of Hylia do boss sprites work? You can't really select the top left sprite for a walk cycle if the enemy's sprite is actually 4 sprites.

...you select the top left sprite, I don't get the confusion

-How to make a custom Guy (no prompt for it, do I have to do it in the Enemy Editor?)

Like the Z1 cave guys? You don't. They suck. You can use the Empty guy, which is invisible, and then place a combo on the screen that looks like whatever you want, though.


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#3 Bokoblin

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Posted 06 March 2023 - 01:35 AM

do you have any resources for me so i can learn how to script?

 

i'd imagine most of the stuff i'm looking for would be simple compared to something like mitch's stuff



#4 Taco Chopper

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Posted 06 March 2023 - 01:54 AM

There's a list of scripting tutorials here. Truth be told, they're fairly dated as scripting itself has really come forward over the last ten years since that thread was made. The examples scripts thread (which is also in that tutorial list I linked) is a really good place to start if you just want to see how certain ideas work; it was my starting point to wrap my head around fairly basic functions you want to make happen in your quest. 

They also only really cover freeform combo scripts/FFCs, so things like screendata scripts, combo scripts, dmap scripts and so on aren't really explored in these tutorials because I'm like 99% certain they weren't around in 2012.



#5 Bokoblin

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Posted 06 March 2023 - 03:49 AM

okay I downloaded some crap to make this easier (ghost.zh, status.zh, and the summoner script)

how do I assign slots?

I hear that the .zh stuff is more "built in" to zquest so I don't have to spend hours in my goblin cave clacking away at a keyboard to make the funny magic man shoot lightning

it will still require some scripting though, so thanks.

most of the things I will script have to do with enemies, so any tutorial on that will be appreciated

stuff like custom attacks, randomly choosing between multiple attacks, custom status effects, boss gimmicks (I'm planning on adding Lava Gohmas from the Wind Waker, you have to throw 3 bombs at it to break its armor, then you can attack. If you attack it with its armor on, it will be invulnerable.

I'd imagine how this works is both phases are actually different enemies, the first can only be killed with bombs, once it dies the second spawns)

#6 Bokoblin

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Posted 06 March 2023 - 01:42 PM

And hey Emily, don't Wizzrobes teleport? Are they "hardcoded BULLSHIT" as well?


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