Since the enemy editor is a new function of ZQuest in 2.50 I've decided to make this tutorial covering the basics on creating or modifying enemies
Properties of enimies:DATA 1
HP: how much damage the enemy takes before it dies
Damage: how much damage it gives to link on contact
W.Damage:(weapon damage) how much damage the enemy weapons (including projectiles do)
hunger: not actually sure but most enemies dont use it
Weapon: type of weapon the enemy will have
Type: type of enemy
O anim: (old animation (cant change)
E anim: type of animation
Item set: Sets What the enemies can drop
Random rate: affects how the enemy moves
Turn frequency: affect how the enemy moves
homing factor: affects how the enemy moves (towards link)
Pal Cset: sets which sprite palette cset to use for enemy (if enabled)
F Rate: (frame rate)
you can also set the tile fror the enemy animations (the cset you select it in does matter unless you use sprite Pal csets)
HP is fairly simple in the item editor for each of links weopons the damage it does will do that much to enemies. HOWEVER though links heart are divided in 16ths, in the enemy editor 4 damage will equal one heart so keep that in mind when setting damage ratios
also weapon damage and contact damage dont nessicerily have to be the same for example: lynels deal four damage but their swords deal eight
Enemy types are (Walking enemy, Tektite, Leever, Peahat, Zora, Rock, Ghini, Keese, Trap, Wall master,Wizzrobe, Aquamentus, Moldorm, Dodongo, Manhandla, Gleeok, Digdogger, Gohma, Lanmola, Patra, Ganon, Projectile shooter, Other, Other (floating)) also in the enenmy editor you can see there is a tab labeled data 2 there is where you can change your enemies to be unique, also the properties to change vary by class
now I want to talk a bit about the walking enemy type it is probalby the only one you should use for custom enemies (unless you are makeing ones simalar to preexisting ones)
it is the most versitle of the enemy classes it is already used for octorocks, darknuts, lynels, armos, likelikes gibdos, gels, zols, vires, moblins, ropes,and stalfos but there other thing you can do with them for example you can make an enemy only weak against arowws(i show you how to do that in a later section) that if you touch will eat you rupees in other words arrows( unless you use true arrows)
DATA2 for walking enemy
Shot type will detrimine how the enemy fires their weapon
death types: Split on hit/death(like Zols) 8 shots (always takes 8 hits to kill) explode(upon death ) tribble *(anouther method of summon smaller enemies upon death )
death atributes change death type properties but even I have figured out all of the possibilties with those
BG sound will play a selected sound effect continuosly while this enemy is on screen (used mainly for boss roars)
hit sound will play selected suond effect when enemy is hit
Death sound will play selected sound effect is killed
touch effects( JINX (temperary permanant or cure), lose (magic or rupees) drunk, eat, (Items magic, rupees,or damage))
effect strength (for temp jinx, lose (magic rupees) eat (magic rupees damage))
walk style (normal, rope, vire, pols voice, armos))
MISC attributes 11,12 (not sure never seen used )
the defenses 1 & 2 tabs are relativly the same just have different weapons listed
these will affect how much link can damage an enemy with each weapon (if at all)
1/2 damage this enemy will take half damage from this weapon
1/4 damage thie enemy will take a quarter damage form this weapon
stun: if hit by this weapon the enemy will become stunned
stun or block if the the weapon hits a sheild (if there is one ) it will be blocked other wise the enemy will be stunned
stun or ignore randomly stuns or ignore the weapon (I think)
Block if < # means if the weapons power is greater than(but not equal to ) that number then the enemeis sheilds will block it If there are any
Block means well the enemy will block this weapon with their shieds no matter what( how ever if the weapon hit where there is no sheild it will do damage like the back of a darknut )
Ignore if < 1 means if the damage dealt is 2 or higher it wont do any thing and not even touch the enemy
Ignore all damage from this weapon is useless and will go though it
One hit kill if the enemy is damaged by this weapon it dies regardless of health
lastly i need to cover the Msc falgs tab and the spawn flags tab
these should be prette self explanitory
except the is invsible falg must be on for the lens of truth flag to work right and the sheilded tile use the the enemeis direction not the screens so if the enemies turn the sheilds will turn with it
and i would not recomend using any spawn flags on anything else than the orgional enemeis they were intended for unless you know what you are doing
Edited by makarthekorok, 28 May 2013 - 02:47 PM.