AutomaticBigEnemy
Overview
Creator:
kurt91
Added: 02 Jul 2014
Tags:
Global
|
View Script |
Information
A global script that will automatically apply BigEnemy settings to every enemy added into it, without any FFC use. Just set it up once, and never have to worry about it again!
Written by Alucard648. All I did was fill out the submission form.
EDIT: Now includes a demo quest: http://purezc.magesg...igenemydemo.qst
Written by Alucard648. All I did was fill out the submission form.
EDIT: Now includes a demo quest: http://purezc.magesg...igenemydemo.qst
Description Setup Reviews Comments
Open up the script and scroll down to "SetBigEnemySettings". Make a new entry marked as follows for each new enemy:
"BigEnemy(n, A0, A1, A2, A3, A4, A5, A6, A7, A8, A9);"
Each slot has been marked similar to the arguments of an FFC for the purposes of these instructions. Replace each slot with the following data the same way you would fill out the appropriate arguments.
A0: Enemy ID of the target enemy (Found in Enemy Editor)
A1: Draw X Offset
A2: Draw Y Offset
A3: Hitbox X Offset
A4: Hitbox Y Offset
A5: Hitbox Width (Measured in pixels)
A6: Hitbox Height (Measured in pixels)
A7: Tile Width (Measured in tiles)
A8: Tile Height (Measured in tiles)
A9: Custom Animation Flags
== Custom Animation Flags ==
Just like setting up shields in the Item Editor, add up the following numbers for combinations
1 - Enable Custom Animation
2 - Allow 8-Way Animation
4 - Always Face Link (Tracking)
8 - Use Separate Animations when NPC is Halting (Firing)
Custom animations for the Test Goomba would be set up like this:
Custom animation is compatible with the following settings "None, 2-Frame, 3-Frame, 4-Frame".
"BigEnemy(n, A0, A1, A2, A3, A4, A5, A6, A7, A8, A9);"
Each slot has been marked similar to the arguments of an FFC for the purposes of these instructions. Replace each slot with the following data the same way you would fill out the appropriate arguments.
A0: Enemy ID of the target enemy (Found in Enemy Editor)
A1: Draw X Offset
A2: Draw Y Offset
A3: Hitbox X Offset
A4: Hitbox Y Offset
A5: Hitbox Width (Measured in pixels)
A6: Hitbox Height (Measured in pixels)
A7: Tile Width (Measured in tiles)
A8: Tile Height (Measured in tiles)
A9: Custom Animation Flags
== Custom Animation Flags ==
Just like setting up shields in the Item Editor, add up the following numbers for combinations
1 - Enable Custom Animation
2 - Allow 8-Way Animation
4 - Always Face Link (Tracking)
8 - Use Separate Animations when NPC is Halting (Firing)
Custom animations for the Test Goomba would be set up like this:
Custom animation is compatible with the following settings "None, 2-Frame, 3-Frame, 4-Frame".