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How to make shooting statues stop shooting after ennemies are dead?

shooting statues nes dungeon

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#1 Tebanor

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Posted 07 February 2018 - 10:29 AM

Greetings everyone,

 

Well, I think the topic title says it all : how to make shooting statues stop shooting after ennemies are dead? If possible I would like to be able to do that in both boss rooms and non-boss rooms.

 

I'm using 2.5 and a NES dungeon DMap type here.

 

Sorry if this has already been asked or described somewhere, I searched and didn't find anything!

 

Thanks in advance for your help.


Edited by Tebanor, 07 February 2018 - 10:29 AM.


#2 Jamian

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Posted 07 February 2018 - 10:43 AM

For boss rooms, I think you can do it by simply making the boss the "enemy leader", which will kill all other enemies once he dies.

 

If you have more than one normal enemy in the room, it'll be more complicated. It may require a script.



#3 Avaro

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Posted 07 February 2018 - 11:17 AM

Using secrets combos on the statues to turn them into non-statues might work?


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#4 Jamian

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Posted 07 February 2018 - 04:36 PM

Using secrets combos on the statues to turn them into non-statues might work?

 

That's an interesting idea, but I'm not sure it'll work. The way I understand it, statue combos spawn invisible shooters when you enter the room. So even if you change the combo, the shooter enemies might remain there.



#5 Anthus

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Posted 07 February 2018 - 04:51 PM

That's an interesting idea, but I'm not sure it'll work. The way I understand it, statue combos spawn invisible shooters when you enter the room. So even if you change the combo, the shooter enemies might remain there.

 

I just tried it, it'll work.

 

Just make a duplicate statue with no properties, and change to it with secret flags when the enemies are killed. :)



#6 Tebanor

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Posted 07 February 2018 - 05:32 PM

Awesome, thank you very much!

 

So let's see if I got that right (never did something like this before)... I make duplicate statues tiles with no properties, I set them on "Secret Combos > Misc > Flags 16-31", I accordingly put "Secret Tiles" flags on shooting statues in the room, and I pick "Ennemies > Secret"?

 

That's gonna be a loooot of combos to add! :D Haha I'm very glad it works though!



#7 Lüt

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Posted 07 February 2018 - 05:48 PM

That's gonna be a loooot of combos to add! :D Haha I'm very glad it works though!

Oh, no you only need one.

 

So, for every statue that is a shooter, make a non-shooter duplicate. It's usually just two (left and right), possibly three (if you're using center statues too).

 

Put the non-shooter duplicates as misc secrets 16, 17, possibly 18. Then you can place those secret flags on as many spots as you want, so that every instance of flag 16 turns it into misc secret 16 when enemies are killed, etc.

 

1st and 2nd Quest Layered (1 / 2) used this idea rather routinely.


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#8 Jamian

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Posted 07 February 2018 - 07:21 PM

I just tried it, it'll work.

 

Just make a duplicate statue with no properties, and change to it with secret flags when the enemies are killed. :)

 

That's good to know :)

 

So the ZQuest description of the statue combo type could be clearer. It states it spawns an invisible fireball shooting enemy on the combo. "Spawning" an enemy would normally imply the enemy is from then on inside the room, until it is killed. Guessing these specific "enemies" work differently.


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#9 Russ

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Posted 07 February 2018 - 08:06 PM

That they do. Statues are a bit weird cuz there's all sorts of backwards compatibility stuff involved with them (making statues stop shooting with secret flags is a trig that goes back almost as far as ZC does). A better explanation would be that, while there is a statue combo and the appropriate screen flag is set, a shooter enemy will be position over it appropriately.
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#10 strike

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Posted 07 February 2018 - 08:09 PM

Yeah I've done that before. 

 

You can also spawn constant enemies on that tile by setting the enemy to spawn from statues as some other enemy like Octorocks. You can make enemies spawn every other frame by cycling on and off from the combo. This is if I remember right, it's been a while. 

 

-Strike


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#11 Cukeman

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Posted 07 February 2018 - 10:34 PM

Yeah I've done that before. 

 

You can also spawn constant enemies on that tile by setting the enemy to spawn from statues as some other enemy like Octorocks. You can make enemies spawn every other frame by cycling on and off from the combo. This is if I remember right, it's been a while. 

 

-Strike

 

ooh neat idea, and with cycling you could make the interval longer



#12 klop422

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Posted 08 February 2018 - 05:25 AM

Is there any way to make the shooter enemies disappear if you have them in there without the screen flag (i.e. you placed them in using enemy flags)?



#13 strike

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Posted 08 February 2018 - 06:28 AM

Yeah I remember you can do that. Also in between the cycles you can have the tile be a slash tile, or a few slash tiles lined up in a complicated way, so that you can "kill" the enemy spawner. 

 

-Strike


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#14 Tebanor

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Posted 08 February 2018 - 04:38 PM

Great, thank you very much everyone!


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