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Spume (AutoGhost)

Overview
Creator: Saffith Updated: 05 Jun 2021 Tags: Enemy, FFC Downloads: 57
Rating[?]: No rating
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Information

Description Setup Reviews Comments

This enemy require twenty consecutive combos. The tiles linked below show them in order.

1: Submerged - up
2: Submerged - down
3: Submerged - left
4: Submerged - right
5: Emerging - up
6: Emerging - down
7: Emerging - left
8: Emerging - right
9: Fully emerged - up
10: Fully emerged - down
11: Fully emerged - left
12: Fully emerged - right
13: Preparing to fire - up
14: Preparing to fire - down
15: Preparing to fire - left
16: Preparing to fire - right
17: Firing - up
18: Firing - down
19: Firing - left
20: Firing - right

Set up an enemy as follows:
Type: Other
Weapon damage is used
Attribute 1: Spawn on this combo type (layer 0 only)
- If this is 0, it will be ignored
- If this is -1, the enemy will be placed by the game, meaning it will spawn on land or on an enemy flag
Attribute 2: Spawn on this flag (layer 0 only)
- If this is 0, it will be ignored
- If attributes 1 and 2 are both 0, the Spume will spawn in water
Attribute 3: Shield level
- If Link's shield is not at least this level, projectiles will be unblockable
Attribute 4: Projectile movement
- 0: Fly straight at Link
- 1: Arc through the air
Attribute 5: Projectile sprite
- Default: 17
Attribute 6: Projectile transparency
- 0: None
- 1: Flickering
- 2: Translucent
- 3: Both
Attribute 7: Charging sound
Attribute 8: Firing sound
Attribute 9: Emerging sound
Attribute 10: Submerging sound
Attribute 11: First combo number
Attribute 12: Script slot

The Spume normally spawns in deep water (including swim and dive warps), but attributes 1 and 2 let you specify combo types and/or flags for it to spawn on. If there are no valid spawn points on the screen, it will appear at the top-left corner. Combo type numbers for attribute 1 are found in std.zh.

Requires ghost.zh, std.zh, and string.zh.
Tiles are here.