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Dance of Remembrance: Hybrid Monty Mole (Spume)

Overview
Creator: P-Tux7 Added: 28 Aug 2019 Downloads: 18
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Tags: 16-color, Character, Cutscene, Dance_of_Remembrance, Decoration, Edited, Enemy, Ground, Misc, Sprite, Weapon
Information

About Reviews

Description
This is a set of twenty rows of sprites to make Saffith's Spume enemy look like a mole enemy. Here is how you set it up:
1. Use Saffith's instructions to set up the enemy's 20 combos (import each of the first twenty rows from my image for the respective one of twenty combos).
2. Set the enemy's CSet to 5. This will make it display as brown and gray like you see in the preview image of this submission.
3. Set Attribute 1 to 0 in the Enemy Editor (this means it will spawn on (None) combos, aka the ones you and other enemies can walk on). You could also set Attribute 1 to 13 to make the Monty Mole spawn on Walk (Slow) combos, a la dirt/sand.
4. Leave Attribute 2 on 0 to make it randomly spawn on any available ground tile like ZC spawns normal walking enemies. Leaving Attribute 2 on 0 will also make it possible to use Combo Flags 37-46 to spawn the enemy on those flag locations like normal.
5. Set Attribute 3 to 1. This makes the rock blockable with a "Level 1" shield, which is what Octorok rocks act like so this rock should act like that too.
6. Set Attribute 4 to 1. This makes the projectile (rock) arc through the air.
7. Use one of the "zz" sprites in the "Weapons/Misc" section for the rock. When importing the rock sprite, it's the second row from the bottom in this sprite sheet. Also, set the sprite to use CSet 5. Now in the enemy editor, set Attribute 5 to the number of that sprite (i.e. if you replaced zz244 with the rock, you will input 244 into Attribute 5).
8. Set Attribute 6 to 0. That's the default, but don't change it.
9. Set Attribute 8 to 51. This makes the "SFX: Rock" sound play whenever the Monty Mole throws a rock. Very appropriate, right?
10. Finish setting up the enemy for attributes 9-12 using Saffith's instructions. Tada! You've not only imported twenty combos and a row of weapon sprites, but also configured the Spume (a "water") enemy to become a LAND enemy!

By the way, the last row of sprites on this sheet is not used by the Spume enemy or projectile. It is just the shrunken version of the acro-bandit rubble tiles that I used for the submerged, emerging, and fully emerged combo animations. These tiles are provided just as a bonus if you can make sprites and want to draw/paste on your own enemy over those graphics.

This is edited from the Minish Cap acro-bandits and the monty mole sprites from Super Mario World.
Credits
Nintendo/Capcom
BigGoron
Tonberry2k
Saffith