Thank you Moosh
Works great
ALttP Beamos
Overview
Creator:
Moosh
Updated: 17 Apr 2015
Tags:
Enemy,
FFC
Downloads: 157
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View Script
Download Example (2.39 MB) |
Information
It's a beamos from A Link to the Past. Fill your whole quest with them, fill a Parallel World with them, maybe even fill a Barracks with them.
Description Setup Reviews Comments
This enemy uses the Autoghost global script, so be sure you have that set up properly.
First, you'll want to set the constants in the script as indicated in the comments. Most of them are just optional settings for the enemy's behavior and don't need to be changed to use the script, but in particular these ones will vary from quest to quest:
Requires std.zh and ghost.zh.
First, you'll want to set the constants in the script as indicated in the comments. Most of them are just optional settings for the enemy's behavior and don't need to be changed to use the script, but in particular these ones will vary from quest to quest:
- COLOR_BEAMOS_LASER1 & COLOR_BEAMOS_LASER2: These are the colors used by the laser. By default they're set up for the Pure 2.5 set. Colors use hexadecimal, so be sure to include the 0x at the start. After that the first number or letter is the CSet and the second is the color.
- CMB_BEAMOS_LASER_ENDPOINT & CS_BEAMOS_LASER_ENDPOINT: The combo and CSet used for the ends of the laser as it comes out and collides with a wall. The ones I used are just a regular stationary tile, but if you're using custom graphics you could animate them.
- SFX_BEAMOS_SIGHT & SFX_BEAMOS_LASER: Sounds for when the enemy sees Link and fires a laser. You can find these on HelpTheWretched's website for Zelda SFX. They use the Zora fireball and boss tail whip sounds respectively.
- Attribute 1: Set this to the starting angle for the eye in degrees. Angles in ZC start with 0 facing right and go clockwise.
- Attribute 2: Set this to the speed at which the eye turns. A negative number will make it go counterclockwise.
- Attribute 3: Set this to how long the beamos will turn after firing a laser before firing another (in 60ths of a second).
- Attribute 4: Set this to 0 or 1 depending on whether or not the enemy should have collision detection. Setting this to 1 will make it so the enemy can't hurt you with contact damage but also you can't hurt it. It's meant for placing it on top of a solid combo so it appears that the enemy is a solid obstacle.
- Attribute 11: Set this to the first of 10 combos used for the enemy's graphics:
- Combo 1: The top half of the beamos
- Combo 2: The bottom half of the beamos
- Combo 3: The eye facing up
- Combo 4: The eye facing down
- Combo 5: The eye facing left
- Combo 6: The eye facing right
- Combo 7: The eye facing left-up
- Combo 8: The eye facing right-up
- Combo 9: The eye facing left-down
- Combo 10: The eye facing right-down
- Attribute 12: Set this to the script slot this script was loaded into.
Requires std.zh and ghost.zh.