I'm not entirely sure why I'm credited for inspiring this rewrite, but I'm definitely going to look it over for the probable replacement of the existing script in my quest. I actually started using this script shortly after it came out and it was included in my last quest; Balance of Nature.
Overall, I like how the enemy works and how it become more difficult if you ignore it. If there were problems with the version from Enemy of the Month, I wasn't aware of them. Of course, this could be because I don't always notice the same things that others do.
Personally, I feel that those who have submitted to Enemy of the Month who wish to submit their enemy to the database should do so. But I also think that the link in the old EOTM topic could be changed to the new one; since the creators of the enemy may not necessarily be able to support the site where their enemy is stored indefinitely.
I know I seem as if I'm rambling and this has little to do with the enemy, but I feel that my choice to use the original script in two of my quests speaks for itself. I'm glad to see an updated version make it into the database and I encourage others to try it out; even to use it in their quests.
[Autoghost] Ice Lynel
Overview
Creator:
Orithan
Added: 17 Dec 2015
Tags:
Enemy,
FFC
Downloads: 50
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View Script
Download Package (1.71 MB) |
Information
I present to you: The Ice Lynel.
Ice Lynels are an upgraded, Autoghosted, version of the Blue Lynel that gradually grows layers of ice over it that protect it from damage, potentially up to the point of near-invulnerability and it increases the power of it's sword beams. They are very dangerous in groups and especially so if you don't put much offensive pressure on them.
Ice Lynels are an upgraded, Autoghosted, version of the Blue Lynel that gradually grows layers of ice over it that protect it from damage, potentially up to the point of near-invulnerability and it increases the power of it's sword beams. They are very dangerous in groups and especially so if you don't put much offensive pressure on them.
Description Setup Reviews Comments
Requires Std.zh (included within your ZC folder), String.zh (included within your ZC folder) and Ghost.zh.
How to set the script up:
1) Make or rip the tiles that the Lynel and the ice layer will use. The Lynel itself uses 4 combos for the sprite itself: facing Up, Down, Left and Right in this order. The ice layer uses up to as many tiles as you want the Lynel to have ice layers, each additional ice layer coming right after each other in the tile page.
2) Import Ghost.zh, std.zh and string.zh and set up the global script to run autoghosted enemies if you already haven't. The instructions on how to set up Ghost.zh and Autoghost is included in the text files packaged inside the Ghost.zh folder and in this video Saffith set up on Autoghost.
3) Compile the script.
4) Adjust the enemy's stats and misc attributes as necessary:
Set up HP, Damage, Weapon Damage, Weapon, Step speed, Random Rate, Halt Rate and Homing Factor as usual.
Misc Attribute #:
- 1: The velocity of the sword beam, in pixels per second, being fired at the player. Defaults to 300, which is 3 pixels per frame.
- 2: The SFX played when Ice Lynel puts up an ice layer. Defaults to 44, which is the default Ice SFX
- 3: The amount of damage each Ice Layer adds to the Lynel's beam attack, in quarter hearts. Defaults to 4, which is 1 Heart
- 4: The number of ice layers the Lynel can get. Defaults to 2.
- 5: The delay between each time the Lynel gains an ice layer. Defaults to 120, which is 2 seconds.
- 6: The number of hits it takes to remove each layer. Defaults to 2.
- 7: The number of layers the Ice Lynel starts off with. Defaults to 0.
- 8: The flags determining what defenses the ice layer does not defend against. By default, the ice layer does not protect against Bombs, Super Bombs, Fires, Reflected Fireballs and Script LWeapons. Look up the Misc Attr Flags and std_constant.zh for more details of which flags correspond to which defense.
- 9: The base tile for the ice layer. Set this to the tile of the first ice layer.
- 10: The CSet for the ice layer. Default to 7.
- 11: The starting combo the Lynel uses. Must be the combo that corresponds to its up-facing sprites. This is an Autoghost requirement.
- 12: The number of the FFC script the Lynel uses. This is also an Autoghost requirement.
5) Enjoy
How to set the script up:
1) Make or rip the tiles that the Lynel and the ice layer will use. The Lynel itself uses 4 combos for the sprite itself: facing Up, Down, Left and Right in this order. The ice layer uses up to as many tiles as you want the Lynel to have ice layers, each additional ice layer coming right after each other in the tile page.
2) Import Ghost.zh, std.zh and string.zh and set up the global script to run autoghosted enemies if you already haven't. The instructions on how to set up Ghost.zh and Autoghost is included in the text files packaged inside the Ghost.zh folder and in this video Saffith set up on Autoghost.
3) Compile the script.
4) Adjust the enemy's stats and misc attributes as necessary:
Set up HP, Damage, Weapon Damage, Weapon, Step speed, Random Rate, Halt Rate and Homing Factor as usual.
Misc Attribute #:
- 1: The velocity of the sword beam, in pixels per second, being fired at the player. Defaults to 300, which is 3 pixels per frame.
- 2: The SFX played when Ice Lynel puts up an ice layer. Defaults to 44, which is the default Ice SFX
- 3: The amount of damage each Ice Layer adds to the Lynel's beam attack, in quarter hearts. Defaults to 4, which is 1 Heart
- 4: The number of ice layers the Lynel can get. Defaults to 2.
- 5: The delay between each time the Lynel gains an ice layer. Defaults to 120, which is 2 seconds.
- 6: The number of hits it takes to remove each layer. Defaults to 2.
- 7: The number of layers the Ice Lynel starts off with. Defaults to 0.
- 8: The flags determining what defenses the ice layer does not defend against. By default, the ice layer does not protect against Bombs, Super Bombs, Fires, Reflected Fireballs and Script LWeapons. Look up the Misc Attr Flags and std_constant.zh for more details of which flags correspond to which defense.
- 9: The base tile for the ice layer. Set this to the tile of the first ice layer.
- 10: The CSet for the ice layer. Default to 7.
- 11: The starting combo the Lynel uses. Must be the combo that corresponds to its up-facing sprites. This is an Autoghost requirement.
- 12: The number of the FFC script the Lynel uses. This is also an Autoghost requirement.
5) Enjoy




