#1
Posted 18 July 2017 - 05:22 AM
#2
Posted 18 July 2017 - 05:29 AM
In the default editor? Not really. The best you could do is have a step->next create statue combos while the "Statues shoot fire" screenflag is checked, which gets the job done, but is quite imprecise and more importantly you can't get rid of those shooters without leaving the screen.
However, this would be a relatively simple script to make. I'm a tad busy at the moment, but I might take a crack at it sometime this week if nobody else does it first.
#3
Posted 18 July 2017 - 03:13 PM
This is an equally jank solution, but you could have the trigger be a direct warp to an identical screen where there is a "shooter" enemy type in front of Link, but it's still not the best, and pretty limited in practicability.
Also tagged with one or more of these keywords: Dungeon Design
Zelda Classic →
Quest Design Help →
thoughts on “main” dungeon roomsStarted by Taco Chopper , 15 Jun 2022 dungeon design, dungeon |
|
|
||
Analysis
General →
Gaming, Computers and Entertainment →
An analysis of the dungeon design in the Oracle gamesStarted by Orithan , 26 Sep 2016 Analysis, Dungeon Design, Zelda and 1 more... |
|
|
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users