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[2.55 Classic, LTTP, GB.zh) Firebar/Mace EWeapon


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#1 P-Tux7

P-Tux7

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Posted 19 September 2019 - 02:12 PM

GuruguruBar.png?version=c32a6f2b6e888445

MaceKnightGrey_ALttP.png?version=0926e68

LADX_Ball_and_Chain_Soldier_Sprite.png?v

 

 

Graphic setup = two individual EWeapons will be used to set up the animation and CSets for one combined mace. When setting the per-enemy (if not using global mace sprites) mace sprite, the sprite number is set for the head, ZC will check the EWeapon one after to pull the segment sprites from.

 

1. Movement Style (Firebar, LTTP Mace, LA Mace)

2. Clockwise or Counterclockwise (Boolean)

3. Amount of Segments (determines maximum reach distance)

4. Halts Enemy (Boolean)

5. Head is Harmful (Boolean) - Mace and Pincer

6. Segments are Harmful (Boolean)

7. SMB-style Firebar Drawing (Boolean, draws an immobile segment sprite onto the center of the enemy a la the SMB games, which is not seen in the LTTP Firebar)

 

How to set up each preexisting enemy:

Firebar = Other Class (AKA empty enemy), 1, 0/1, 0, 4, 5

LTTP/LA Mace Knight = Walking Enemy (once diagonal movement is added, of course) 1/2, 0/1, 1, 1, 0

Avataro/Shane's knights from Rite of the Storm (who moving and constantly rotating the mace) = Walking Enemy, 1, 0/1, 0, 1, 0




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