Spume (AutoGhost)
Overview
Creator:
Saffith
Updated: 05 Jun 2021
Tags:
Enemy,
FFC
Downloads: 75
|
Download Script (19.64 KB) |
Information
This is an enemy based on Skyward Sword's Spumes. It spits projectiles at Link, but if he comes too close, it submerges, becoming invulnerable to most weapons. It is intended to be placed in water or lava, but it can go anywhere.
Description Setup Reviews Comments
This enemy require twenty consecutive combos. The tiles linked below show them in order.
1: Submerged - up
2: Submerged - down
3: Submerged - left
4: Submerged - right
5: Emerging - up
6: Emerging - down
7: Emerging - left
8: Emerging - right
9: Fully emerged - up
10: Fully emerged - down
11: Fully emerged - left
12: Fully emerged - right
13: Preparing to fire - up
14: Preparing to fire - down
15: Preparing to fire - left
16: Preparing to fire - right
17: Firing - up
18: Firing - down
19: Firing - left
20: Firing - right
Set up an enemy as follows:
Type: Other
Weapon damage is used
Attribute 1: Spawn on this combo type (layer 0 only)
- If this is 0, it will be ignored
- If this is -1, the enemy will be placed by the game, meaning it will spawn on land or on an enemy flag
Attribute 2: Spawn on this flag (layer 0 only)
- If this is 0, it will be ignored
- If attributes 1 and 2 are both 0, the Spume will spawn in water
Attribute 3: Shield level
- If Link's shield is not at least this level, projectiles will be unblockable
Attribute 4: Projectile movement
- 0: Fly straight at Link
- 1: Arc through the air
Attribute 5: Projectile sprite
- Default: 17
Attribute 6: Projectile transparency
- 0: None
- 1: Flickering
- 2: Translucent
- 3: Both
Attribute 7: Charging sound
Attribute 8: Firing sound
Attribute 9: Emerging sound
Attribute 10: Submerging sound
Attribute 11: First combo number
Attribute 12: Script slot
The Spume normally spawns in deep water (including swim and dive warps), but attributes 1 and 2 let you specify combo types and/or flags for it to spawn on. If there are no valid spawn points on the screen, it will appear at the top-left corner. Combo type numbers for attribute 1 are found in std.zh.
Requires ghost.zh, std.zh, and string.zh.
Tiles are here.
1: Submerged - up
2: Submerged - down
3: Submerged - left
4: Submerged - right
5: Emerging - up
6: Emerging - down
7: Emerging - left
8: Emerging - right
9: Fully emerged - up
10: Fully emerged - down
11: Fully emerged - left
12: Fully emerged - right
13: Preparing to fire - up
14: Preparing to fire - down
15: Preparing to fire - left
16: Preparing to fire - right
17: Firing - up
18: Firing - down
19: Firing - left
20: Firing - right
Set up an enemy as follows:
Type: Other
Weapon damage is used
Attribute 1: Spawn on this combo type (layer 0 only)
- If this is 0, it will be ignored
- If this is -1, the enemy will be placed by the game, meaning it will spawn on land or on an enemy flag
Attribute 2: Spawn on this flag (layer 0 only)
- If this is 0, it will be ignored
- If attributes 1 and 2 are both 0, the Spume will spawn in water
Attribute 3: Shield level
- If Link's shield is not at least this level, projectiles will be unblockable
Attribute 4: Projectile movement
- 0: Fly straight at Link
- 1: Arc through the air
Attribute 5: Projectile sprite
- Default: 17
Attribute 6: Projectile transparency
- 0: None
- 1: Flickering
- 2: Translucent
- 3: Both
Attribute 7: Charging sound
Attribute 8: Firing sound
Attribute 9: Emerging sound
Attribute 10: Submerging sound
Attribute 11: First combo number
Attribute 12: Script slot
The Spume normally spawns in deep water (including swim and dive warps), but attributes 1 and 2 let you specify combo types and/or flags for it to spawn on. If there are no valid spawn points on the screen, it will appear at the top-left corner. Combo type numbers for attribute 1 are found in std.zh.
Requires ghost.zh, std.zh, and string.zh.
Tiles are here.


