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331
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Oracles Hacking / Progress / Re: Enemy Editor
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on: January 11, 2011, 03:29:05 AM
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Of course don't forget to add stats for what I call "projectiles". Actually that includes switches and stuff, but it mostly includes what enemies throw at you. Oh man you should have seen my Staff of Baseballs that destroy any block in your way.
I KNEW there was a value that controlled projectiles. I just assumed it was programmed within the AI. Oh well, I guess that comes with a later update since ZOLE 1.13 has already been released.
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333
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Oracles Hacking / ZOLE / Re: Any New Plans In Store for Zole?
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on: January 10, 2011, 10:08:34 PM
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Indeed there are. Actually, ZOLE resumed work and version 1.13 should be out later today, featuring a new enemy editor. Here's the plan.
Enemy editor > Sprite editor (uncompressed sprites enemies and NPCs use) > ZOTE improvements, signs > minimap editor > compressed graphics/tileset editor > Seasons support
After that ZOLE is possibly done. I can't think of anything else that needs to get added to make Ages support complete.
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334
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Oracles Hacking / Lists / Enemy Hit Types
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on: January 10, 2011, 01:27:44 AM
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This is used for the "Hit Type" value in ZOLE's enemy editor.
Note: Add 80 (hexadecimal) to these values if you want them to actually work. For example, 81 for 01, 91 for 11. Windows Calculator can do this.
00 = Nothing 01 = Sword Only (One-hit KO) 02 = Sword Halt, other items detect but useless 03 = Other items detect but useless 04 = Nothing 05 = Link doesn't get hurt from touching and also stops the enemy. Other items useless 06 = Same as 03 07 = Same as 03 08 = Sword damages. Link gets pushed back and enemy doesn't. Other items detect but useless. 09 = Sword and ember seeds damage. Enemy doesn't get pushed back. 0A = Sword halts. Link gets hurt and other items are detected but useless. 0B = Sword damages. Link gets pushed back. Boomerang deflects. 0C = Sword and boomerang deflect. Other items detected but useless. 0D = Same as 09 0E = Same as 0C 0F = Sword damages. Enemy doesn't get pushed back. Ember seeds burn and kill. Other items detected but useless. 10 = Sword damages. Ember seeds burn but only damage. Other items detected but useless. 11 = Sword damages. Ember seeds burn but only damage. Boomerang stuns. (Traditional enemy) 18 = Sword halts, items are detected but useless. Shovel pushes enemy back.
Possibly more but I stopped at 11 because it's the most common value.
~Lin
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335
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Oracles Hacking / Progress / Enemy Editor
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on: January 09, 2011, 10:01:49 PM
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Current I'm finding data for an enemy editor. I've found pointers to data, but there are multiple data spots for enemies, so it's not going to be too fun, let alone easy. We'll have to see the outcome. ~Lin EDIT: Got the main portion loading. I've found how the AI works, but haven't added it to the editor. 
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336
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Oracles Hacking / Opinions and Experiments / Re: "Tokay cave" (path to Ancient Tomb): missing door in the original game
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on: December 29, 2010, 09:58:29 AM
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Perhaps they took it out because it's not good level design to intentionally hurt the player in order to proceed. Also it could be that if somebody had the Roc's Ring equipped, they maybe couldn't figure out why the floors wern't crumbling. I know of other games that give crumbling floor protection, and people often forget to switch it off when they need to sink or fall down or somthing.
Since when can you not fall in holes if you have the Roc's Feather equipped? I always thought you could? He is probably referring to using the rings. I know that two of them can either prevent you from falling into sandpits or falling through cracked floors. Oh, I thought he said Roc's Feather, not Roc's Ring. I misread 
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337
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Oracles Hacking / Opinions and Experiments / Re: "Tokay cave" (path to Ancient Tomb): missing door in the original game
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on: December 28, 2010, 06:35:14 AM
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Perhaps they took it out because it's not good level design to intentionally hurt the player in order to proceed. Also it could be that if somebody had the Roc's Ring equipped, they maybe couldn't figure out why the floors wern't crumbling. I know of other games that give crumbling floor protection, and people often forget to switch it off when they need to sink or fall down or somthing.
Since when can you not fall in holes if you have the Roc's Feather equipped? I always thought you could?
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340
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The Site / Announcements / Re: Attention - Contest Coming Soon
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on: December 17, 2010, 08:39:30 AM
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Just checking in. My OW is pretty much done, next I'll be moving on to the first dungeon. I've put a lot of work into this so far. I could definitely use the extension. I keep running into problems with my designs vs. what can actually be done within the game.
That sucks. I'm glad to hear it's going well. Clearly though, the contest was a failure  I think I picked a really bad time to hold it. Mue was right.
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344
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Oracles Hacking / Help / Re: Transfering Tiles
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on: November 26, 2010, 05:16:44 AM
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Maybe. If you find the item ID of the flippers (For the chest it'll be xx00 I think), then use ZOCF to fix it. The boss key, probably since it's an item.
In fact, I think item IDs and chest IDs are the same thing. For example, for the boss key alone, you'd take the chest ID of the boss key and just make the script spawn the first byte (**00).
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