Assorted Enemy Scripts and FFC scripts 1
Overview
Creator:
Alucard648
Updated: 09 May 2023
Tags:
Enemy,
FFC
Downloads: 49
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View Script
Download Package (3.13 MB) |
Information
4 enemy scripts and 3 FFC scripts. Made on request by SkyFlare.
Update 24.04.2022 Line Wallmaster enemy
Update 10.05.2023 Jump SFX for Tweeter SMB2
Update 24.04.2022 Line Wallmaster enemy
Update 10.05.2023 Jump SFX for Tweeter SMB2
Description Setup Reviews Comments
//GhostZigZagFlyer. (autoghost)
Use 8-dir enemy animation.
Random rate, hunger, homing factor, step speed are used.
Attribute 0 - Max delay between changing directions.
Attribute 1 - Delay for between changing between ghost form and normal form, in frames. -1 for no ghost form.
---
//SMB2 Tweeter (autoghost)
Random rate, hunger, homing factor, step speed are used.
Attribute 0 - normal jump height.
Attribute 1 - max jump height
Attribute 2 - delay between jumps, in frames, counted after landing.
Attribute 3 - every X jump is big one.
Attribute 4 - Jump SFX
---
//Frenziable enemy (autoghost)
Random rate, hunger, homing factor, step speed are used.
Attribute 1 - damage threshold.
Attribute 2 - new Random Rate
Attribute 3 - new step speed.
Attribute 4 - new homing factor
Attribute 5 - new weapon damage, if >0, fires eweapons, like death knight
Attribute 6 - cset to recolor into
Attribute 7 - sound to play on getting frenzied
Attribute 8 - delay between shots, in frames
---
//Ambush. (FFC)
Place FFC at enemy hiding spot.
D0 - ID of enemy
D1 - detection radius.
D2 & D3 - size offset for larger enemies.
D4 - Set to -1 - replace combo underneath FFC with screen`s undercombo, or
positive number to replace destroyed combo with ID, using FFC`s CSet.
D5 - Sound to play on ambush.
---
//Sandstorm
Requires LinkMovement.zh
Place FFC anywhere in the screen.
//D0 - ID of protective item
//D1 - speed penalty multiplier
---
//CustomizableDropsetCombos
Place FFC anywhere in the screen.
//D0 - Combo ID to check
//D1 - Dropset to use.
//D2 - Sound to play on dropping item
---
//Line Wallmaster (autoghost)
//Step speed used.
//Attribute 0 - >0 - Can grab Link and send him to dungeon entrance.
//Walls must be on higher layer.
Use 8-dir enemy animation.
Random rate, hunger, homing factor, step speed are used.
Attribute 0 - Max delay between changing directions.
Attribute 1 - Delay for between changing between ghost form and normal form, in frames. -1 for no ghost form.
---
//SMB2 Tweeter (autoghost)
Random rate, hunger, homing factor, step speed are used.
Attribute 0 - normal jump height.
Attribute 1 - max jump height
Attribute 2 - delay between jumps, in frames, counted after landing.
Attribute 3 - every X jump is big one.
Attribute 4 - Jump SFX
---
//Frenziable enemy (autoghost)
Random rate, hunger, homing factor, step speed are used.
Attribute 1 - damage threshold.
Attribute 2 - new Random Rate
Attribute 3 - new step speed.
Attribute 4 - new homing factor
Attribute 5 - new weapon damage, if >0, fires eweapons, like death knight
Attribute 6 - cset to recolor into
Attribute 7 - sound to play on getting frenzied
Attribute 8 - delay between shots, in frames
---
//Ambush. (FFC)
Place FFC at enemy hiding spot.
D0 - ID of enemy
D1 - detection radius.
D2 & D3 - size offset for larger enemies.
D4 - Set to -1 - replace combo underneath FFC with screen`s undercombo, or
positive number to replace destroyed combo with ID, using FFC`s CSet.
D5 - Sound to play on ambush.
---
//Sandstorm
Requires LinkMovement.zh
Place FFC anywhere in the screen.
//D0 - ID of protective item
//D1 - speed penalty multiplier
---
//CustomizableDropsetCombos
Place FFC anywhere in the screen.
//D0 - Combo ID to check
//D1 - Dropset to use.
//D2 - Sound to play on dropping item
---
//Line Wallmaster (autoghost)
//Step speed used.
//Attribute 0 - >0 - Can grab Link and send him to dungeon entrance.
//Walls must be on higher layer.



