Demon Wall + 2 boss variants
Overview
Creator:
Alucard648
Updated: 25 Oct 2023
Tags:
Enemy,
FFC
Downloads: 15
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View Script
Download Package (2.17 MB) |
Information
The walls are closing in!
Made on request by SkyFlare
Made on request by SkyFlare
Description Setup Reviews Comments
//Demon Wall
1. Requires Solid FFCs.zh and all it`s dependencies. Global script example uses combination of default classic.zh global, LinkMovement, needed for SolidFFFC, and Solid FFC.
2. Set up 3*3 tiles for wall rendering graphics
3. Set up SolidFFCs.zh and all his dependencies
4. Place FFC at top Left Corner of initial position of trap. Set velocity for movement.
D0 NPC slot to keep track for weak spot. If you use enemy that has ghosted death animation, set D0 to it`s enemy slot so the wall will stop and don`t crush Link during death animation.
D1 - X size of the wall, in tiles.
D2 - Y size of the wall, in tiles.
D3 - Top left corner of tile setup from step 1.
D4 - death sprite, draw for each tile in wall. 0 for sbomb explosion at center.
//Demon Wall Eye
1.Set up demon wall script
2.Place and set up Demon_Wall_Eye onto wall, using enemy placement flags.
3.Set demon wall FFC`s D0 to slot used by eye boss enemy.
Step: Movement speed along the wall.
Attribute 1: Initial movement direction. Use No enemy fags to prevent boss from moving offscreen.
Attribute 2: Projectile type
Attribute 3: FFC script slot for demon wall script
Attribute 4: Weapopn firing direction
Attribute 5: Animation/firing delay, in frames
Attribute 6: Sprite used for eweapon.
Attribute 7: Eweapon X size, in tiles
Attribute 8: Eweapon Y size, in tiles
Attribute 11: -1
Attribute 12: Script Slot
//Demon Wall Eye 2
1.Set up demon wall script
2.Place and set up Demon_Wall_Eye spawning positions onto wall, using enemy placement flags.
3.Set demon wall FFC`s D0 to slot used by eye boss enemy.
Step: Movement speed along the wall.
Attribute 1: unused
Attribute 2: FFC script slot for demon wall script
Attribute 3: enemy size, X, in tiles.
Attribute 4: enemy size, Y, in tiles.
Attribute 5: Delay between teleporting and opening fire for shooting. Vulnerable only when eye is open.
Attribute 6: Sprite used for eweapon.
Attribute 7: Delay between shooting snd closing eye before teleporting.
Attribute 8: Used in enemy animation for opening and closing eye
Attribute 11: -1
Attribute 12: Script Slot
1. Requires Solid FFCs.zh and all it`s dependencies. Global script example uses combination of default classic.zh global, LinkMovement, needed for SolidFFFC, and Solid FFC.
2. Set up 3*3 tiles for wall rendering graphics
3. Set up SolidFFCs.zh and all his dependencies
4. Place FFC at top Left Corner of initial position of trap. Set velocity for movement.
D0 NPC slot to keep track for weak spot. If you use enemy that has ghosted death animation, set D0 to it`s enemy slot so the wall will stop and don`t crush Link during death animation.
D1 - X size of the wall, in tiles.
D2 - Y size of the wall, in tiles.
D3 - Top left corner of tile setup from step 1.
D4 - death sprite, draw for each tile in wall. 0 for sbomb explosion at center.
//Demon Wall Eye
1.Set up demon wall script
2.Place and set up Demon_Wall_Eye onto wall, using enemy placement flags.
3.Set demon wall FFC`s D0 to slot used by eye boss enemy.
Step: Movement speed along the wall.
Attribute 1: Initial movement direction. Use No enemy fags to prevent boss from moving offscreen.
Attribute 2: Projectile type
Attribute 3: FFC script slot for demon wall script
Attribute 4: Weapopn firing direction
Attribute 5: Animation/firing delay, in frames
Attribute 6: Sprite used for eweapon.
Attribute 7: Eweapon X size, in tiles
Attribute 8: Eweapon Y size, in tiles
Attribute 11: -1
Attribute 12: Script Slot
//Demon Wall Eye 2
1.Set up demon wall script
2.Place and set up Demon_Wall_Eye spawning positions onto wall, using enemy placement flags.
3.Set demon wall FFC`s D0 to slot used by eye boss enemy.
Step: Movement speed along the wall.
Attribute 1: unused
Attribute 2: FFC script slot for demon wall script
Attribute 3: enemy size, X, in tiles.
Attribute 4: enemy size, Y, in tiles.
Attribute 5: Delay between teleporting and opening fire for shooting. Vulnerable only when eye is open.
Attribute 6: Sprite used for eweapon.
Attribute 7: Delay between shooting snd closing eye before teleporting.
Attribute 8: Used in enemy animation for opening and closing eye
Attribute 11: -1
Attribute 12: Script Slot



