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zelda oracle of seasons blob boss


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#1 Drewby3

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Posted 27 June 2011 - 10:52 AM

hi can someone make a blob boss it is a face on the ground it is immune to anything but bombs and you have just enough time to find it go up to it and place a bomb, the enemy has to have time for you the bomb to blow up even if you don't get it the blob disappears and bombs fall from the ceiling dealing 2 damage there will be 4 of them and they will release one hit spiders when the explosion is done the boss has 300 hp and you deal 25 damage when it has 150 hp left it will occasionally lick you which deals 5 damage

I already have the graphics for it, they are from the ezgbz tileset

also when he appears after the spider phase he appears at different locations every time.

Edited by Drewby3, 28 June 2011 - 11:12 AM.


#2 Mero

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Posted 27 June 2011 - 09:31 PM

QUOTE(Drewby3 @ Jun 27 2011, 09:52 AM) View Post

hi can someone work on the blob boss from zelda oracle of seasons, the boss appears visible for like 5-10 seconds then disappears and rocks fall from the ceiling then repeat, oh and it also randomly tosses out one hit spider looking enemies. my image is 4 tiles wide and 3 high, it is in the ezgbz tileset so would it be possible to make this enemy?


Could you actually post a picture of the boss. I have no idea what your talking about... And I've played oracle of seasons countless times...

#3 Xenix

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Posted 27 June 2011 - 10:21 PM

i think he means the face on the floor miniboss.

#4 SpacemanDan

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Posted 28 June 2011 - 01:27 AM

There's not a lot of information to work with here, unfortunately. Review this thread please and follow the guide lines. It really helps people understand better what you're aiming for. I'd also try to post a video of the boss in question so that way people know exactly what you want.

Things to consider; does the boss need to be hit with a certain weapon or is anything fair game? When is 'randomly' exactly? Does it apply to any point the boss is in play, only when he's on screen, or when he's off screen? Which parts, if any, do you plan to have a specific animation for the boss? Some of the stuff can be left to be set by the user, but other things should be specified so there's little to no guess work in making it.

I'm not trying to sound like a jerk, but it really helps people help you if they know exactly what you want out of it, what you're using on your end (like graphics) and all that. The more detail you can provide about your boss, the better as it'll help anyone looking into this a much better idea on what you want. icon_smile.gif

#5 Drewby3

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Posted 29 June 2011 - 01:31 PM

ok, well you mey not notice but I gave more of what I want in my post It will help I would make it myself but I have tried for like 3 -5 years to learn scripting but can't grasp it.

#6 Xenix

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Posted 29 June 2011 - 02:17 PM

do you mean this guy?


#7 Drewby3

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Posted 29 June 2011 - 10:35 PM

yes

#8 Mero

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Posted 05 July 2011 - 06:01 PM

QUOTE(Drewby3 @ Jun 29 2011, 09:35 PM) View Post

yes


You know what, what the hell. I want to this guy in some quest so I'm going to try making him. It might take a few days though.

#9 Mero

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Posted 16 July 2011 - 03:12 PM

CODE
import "std.zh"

ffc script facade{
    void run(int enemy_id, int delay, int idle_time, int bridge, int shots){
        ffc face = this;
        for(int i = 0; i <= 6; i += 1) face->Misc[i] = face->Data + i;
        Waitframes(delay);
        Change(face, face->Misc[1]);
        npc enemy = Screen->LoadNPC(enemy_id);
        bool attacking = false;
        while(enemy->isValid()){
            if(face->Data == face->Misc[0]){
                enemy->Defense[NPCD_BOMB] = NPCDT_IGNORE;
                enemy->Defense[NPCD_SBOMB] = NPCDT_IGNORE;
                Waitframes(delay);
                Change(face, face->Misc[1]);
            }
            else if(face->Data == face->Misc[1]){
                enemy->Defense[NPCD_BOMB] = NPCDT_NONE;
                enemy->Defense[NPCD_SBOMB] = NPCDT_NONE;
                Waitframe();
            }
            else if(face->Data == face->Misc[2]){
                enemy->Defense[NPCD_BOMB] = NPCDT_NONE;
                enemy->Defense[NPCD_SBOMB] = NPCDT_NONE;
                Waitframes(idle_time);
                Change(face, face->Misc[3]);
            }
            else if(face->Data == face->Misc[3]){
                enemy->Defense[NPCD_BOMB] = NPCDT_NONE;
                enemy->Defense[NPCD_SBOMB] = NPCDT_NONE;
                if(!attacking){
                    bool attacking = true;
                    Attack(enemy, face, Rand(2), bridge, shots, attacking);
                    Waitframe();
                }
                else{
                    Waitframe();
                }
            }
            else if(face->Data == face->Misc[4]){
                enemy->Defense[NPCD_BOMB] = NPCDT_NONE;
                enemy->Defense[NPCD_SBOMB] = NPCDT_NONE;
                Waitframe();
            }
        }
    }      
    void Change(ffc face, int combo){
        face->Data = combo;
    }
    void Attack(npc face, ffc face2, int phase, int bridge, int shots, bool attacking){
        if(phase == 0){
            for(int i = shots; shots > 0; shots -= 1){
                eweapon flame = CreateEWeaponAt(EW_FIRE, face->X, face->Y);
               flame->UseSprite(35); //this number should be the sprite id of the fire sprite you want to use.
                flame->Jump = 20; //this is how fast the flame moves along the z axis.
                flame->Damage = face->WeaponDamage;
                flame->Flip = 2;
                Waitframes(bridge);
            }
            Change(face2, face2->Misc[4]);
            attacking = false;
        }
        else if(phase == 1){
            bool comboarray[175];
            for(int combo = 175; combo >= 0; combo -= 1){
                if(Screen->ComboF[combo] == CF_SCRIPT2) comboarray[combo] = true;
                else comboarray[combo] = false;
            }
            for(int i = shots; shots > 0; shots -= 1){
                int Combo = 0;
                while(Combo == 0){
                    Combo = Rand(176);
                    if(comboarray[Combo] == false){
                        Combo = 0;
                    }
                    else{
                        Waitframe();
                    }
                }
                Screen->ComboD[Combo] = face2->Misc[5];
                Waitframes(bridge);
            }
            Change(face2, face2->Misc[4]);
        }
    }
}

ffc script fallingflames{ //used with things that shoot fire into the sky that falls back down.
    void run(int upwardvelocity){
        int maxheight = 50; //NEED TO CALCULATE THIS!
        bool comboarray[176];
        for(int combo = 175; combo >= 0; combo -= 1){
            if(Screen->ComboF[combo] == CF_SCRIPT2) comboarray[combo] = true;
            else comboarray[combo] = false;
        }
        while(true){
            for(int i = Screen->NumEWeapons(); i > 0; i -= 1){
                eweapon ew = Screen->LoadEWeapon(i);
                if(ew->isValid()){
                    if(ew->ID == EW_FIRE && ew->Z == maxheight);
                    ew->Flip = 0;
                    int Combo = 0;
                    while(Combo == 0){
                        Combo = Rand(176);
                        if(comboarray[Combo] == false){
                            Combo = 0;
                        }
                        else{
                            Waitframe();
                        }
                    }
                    ew->X = ComboX(Combo);
                    ew->Y = ComboY(Combo);
                }
            }
            Waitframe();
        }
    }
}
He's untested so I don't know if he works correctly and have lost interest otherwise I would continue it making sure he works like the one in oos. If anyone is interested in carrying on with what I left off. It's find by me.


#10 Drewby3

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Posted 22 July 2011 - 12:54 PM

ok thank you and do you think you can tell me how to set it up

#11 Mero

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Posted 23 July 2011 - 02:32 PM

QUOTE(Drewby3 @ Jul 22 2011, 11:54 AM) View Post

ok thank you and do you think you can tell me how to set it up


You failed to reed my post. He's untested and unfinished. So no, I will not tell you how to set it up, but in the future if someone else hasn't finished getting this guy working I'd be happy to. Just too busy to work on this massive scripting project at the moment plus I lost interest long ago.

Sorry, icon_frown.gif


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