FF Gleeok
Overview
Creator:
Alucard648
Added: 22 Dec 2022
Tags:
Enemy
Downloads: 26
|
View Script
Download Package (1.06 MB) |
Information
Extended variant of Gleeok with more options. Made on request by SkyFlare
Description Setup Reviews Comments
Uses 3 enemies.
//Gleeok Body - the enemy that should be p[lace into screen to put FFGleeok here.
Step speed, Homing factor, Random Rate and Hunger are used. Damage=0 disables collision detection
Set all defenses to Ignore.
Attribute 1: Number of heads. Max 16
Attribute 2: ID of head enemy. By default, next enemy in ID list
Attribute 3: Number of neck segments per head
Attribute 4: Combo used to render neck segment
Attribute 5: ID of loose head NPC to remove, when Gleeok is killed, -1 to disable
Attribute 6: Spawning X offset for heads.
Attribute 7: Spawning Y offset for heads.
Attribute 8: X position of connection between necks and body.
Attribute 9: Y position of connection between necks and body.
Attribute 10: Body size (square, in tiles) If size==1, bosy does not produse explosion animation, when all heads are dead.
//Gleeok Head, moves like in infinity shape, firing eweapons at Link, When killed, spawns Loose Head enemy
Attribute 1: Maximum range at X coordinate
Attribute 2: Maximum range at Y coordinate
Attribute 3: Angular speed for X coordinate, in 1/100th of degree per frame. >=1000 for random speed
Attribute 4: Angular speed for Y coordinate, in 1/100th of degree per frame. >=1000 for random speed
Attribute 5: Starting angle for X coordinate, >360 for random init angle
Attribute 6: Starting angle for Y coordinate, >360 for random init angle
Attribute 7: NPC to spawn on death, -1 - no loose head spawning
Attribute 8: Number of eweapons to fire per burst
Attribute 9: Delay between shots, in frames. Enemy won`t fire , if Weapon Damage is 0.
Attribute 10: Eweapon sprite
//Loose head. Flies constant 8-way, fires eweapons at Link.
Step speed, Homing factor, Random Rate and Hunger are used.
Attribute 1: Number of eweapons to fire per burst
Attribute 2: Delay between shots, in frames. Enemy won`t fire , if Weapon Damage is 0.
Attribute 3: Eweapon sprite
//Gleeok Body - the enemy that should be p[lace into screen to put FFGleeok here.
Step speed, Homing factor, Random Rate and Hunger are used. Damage=0 disables collision detection
Set all defenses to Ignore.
Attribute 1: Number of heads. Max 16
Attribute 2: ID of head enemy. By default, next enemy in ID list
Attribute 3: Number of neck segments per head
Attribute 4: Combo used to render neck segment
Attribute 5: ID of loose head NPC to remove, when Gleeok is killed, -1 to disable
Attribute 6: Spawning X offset for heads.
Attribute 7: Spawning Y offset for heads.
Attribute 8: X position of connection between necks and body.
Attribute 9: Y position of connection between necks and body.
Attribute 10: Body size (square, in tiles) If size==1, bosy does not produse explosion animation, when all heads are dead.
//Gleeok Head, moves like in infinity shape, firing eweapons at Link, When killed, spawns Loose Head enemy
Attribute 1: Maximum range at X coordinate
Attribute 2: Maximum range at Y coordinate
Attribute 3: Angular speed for X coordinate, in 1/100th of degree per frame. >=1000 for random speed
Attribute 4: Angular speed for Y coordinate, in 1/100th of degree per frame. >=1000 for random speed
Attribute 5: Starting angle for X coordinate, >360 for random init angle
Attribute 6: Starting angle for Y coordinate, >360 for random init angle
Attribute 7: NPC to spawn on death, -1 - no loose head spawning
Attribute 8: Number of eweapons to fire per burst
Attribute 9: Delay between shots, in frames. Enemy won`t fire , if Weapon Damage is 0.
Attribute 10: Eweapon sprite
//Loose head. Flies constant 8-way, fires eweapons at Link.
Step speed, Homing factor, Random Rate and Hunger are used.
Attribute 1: Number of eweapons to fire per burst
Attribute 2: Delay between shots, in frames. Enemy won`t fire , if Weapon Damage is 0.
Attribute 3: Eweapon sprite



