So, I d/l'd ghost.zh. Unfortunately, I don't understand most of it- the idea of 'ghosting' npcs kind of scares me a little. Long story short- I have an idea for a Garo enemy that I can't properly script, I think ghost.zh can help, but I don't know how to get it done.
I have the following tiles already made:
The Garo in a defensive stance (down-facing only)
The Garo running/sliding across the screen (4 dir)
Combos of the Garo with arms out, looking side to side, confused (4 dir)
The Garo spinning (8 dir)
The Garo dropping a bomb (down-facing only)
Swords forward (l & r together, 4 dir)
Sword slashing (left sword, 4 dir + 4 angles)
Sword slashing (right sword, 4 dir + 4 angles)
Sword spinning (l, 8 dir)
Sword spinning (r, 8 dir)
The Garo should have enough hitpoints to take three normal bomb blasts, dying (moving to phase 4) on a fourth. When touched, the Garo steals rupees.
The Garo has four phases.
Phase 1: The Garo stands motionless. If Link approaches (comes within a square or so, maybe 24 pixels), or 4-6 seconds have passed, the Garo randomly chooses an attack mode, Phase 2 or Phase 3. In this phase, Garo is stunned by boomerangs; takes normal damage from bombs (including superbombs, bombchus and bomb-arrows), hammer, and sword; blocks normal arrows, hookshot, fire, magic, and sword beams.
Phase 2: This is the first attack mode. It only happens about 1/3 of the time. The Garo disappears from his location and teleports to line up with Link somewhere on the screen (horizontal or vertical). The Garo points both swords at Link and charges. There should be enough time to get out of the way, but just barely. When it gets to where Link was at the beginning of this phase, it slashes both swords to the sides and slides to a halt (moving another square past, if possible). This gives an idea of the hitboxes:
G= G G
\ |
It then holds this position for a few seconds, looking side-to-side as if confused. Then it returns to Phase 1 in this new location. In this phase, Garo can only be attacked from behind. Bombs, swords, and hammers do damage; Boomerang, hookshot, and arrows stun; half-damage from everything else.
Phase 3: This is the second attack mode. It happens twice as often (2/3 of the time). The Garo draws swords to each side, then spins like a peahat around the screen, with the weapon hitboxes spinning around (8 positions).
After 4-6 seconds of this, it either repeats this phase (2/3 the time) or slows to a stop and goes back to Phase 1. Only bombs can hurt Garo in this phase- it blocks everything else. The swords reflect magic, fire, and sword beams. If hit with a bomb, it jumps to Phase 2 (in retribution).
Phase 4: Once defeated, the Garo drops a bomb at his feet, then explodes like a superbomb. It should play a message just prior to this.
So, is this even possible? Can anybody out there help me out? More importantly, would anybody be willing to give it a try? Be assured that I will devour your script line by line to see how it was done (so, annotations would be nice ).
Edited by symbiote01, 15 June 2011 - 12:27 AM.