Enemy Editor

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Image:version-2.50.png The information below describes features introduced in Zelda Classic version 2.50.

The Enemy Editor lets you modify existing enemy types and create new ones. It is found under Quest/Enemies in the Menus.

Contents

General

You don't delete enemies or add new ones. You have a certain number of enemy slots, and the information they contain is up to you. To create a new enemy, you would take one of the "z###" enemies from the bottom of the list and edit its attributes to suit your purposes, and give it a name which introduces it into your standard list of enemies. To "delete" an enemy, you would remove its attributes and give it a name which is alphabetically well out of the way.

Data 1

The Data tab of the Enemy Editor while viewing the default Blue Darknut enemy.
Name 
Give your enemy a name.

Tile/Graphics

O. Tile, S. Tile, E. Tile and respective W/H fields
Select the tiles your enemy uses.

Movement, Behavior

HP 
How many hit points this enemy has. It should be noted that a weapon with a Power of 1 will remove two points per hit. This is because, in The Legend of Zelda, an enemy having 1 HP meant that it could be killed in one sword stab, or one boomerang hit. Enemies with 2 HP, conversely, were killed in one sword stab but merely stunned by boomerangs. This weapon damage system is not present in Zelda Classic, and the ratio of enemy HP to weapon Power is reluctantly maintained for historical reasons.
Damage 
How many quarter-hearts Link loses if it touches him. Determines most of its movement and actions. You should avoid using (None)-type enemies in the game. Ganon-type enemies can't be instantiated in-game outside of being spawned by the Ganon room type.
W. Damage 
How much damage, in quarter-hearts, Link takes if this enemy's weapon hits him.
Hunger 
Determines how attracted this enemy is to the Bait weapon. The range of values is 0 (no response) to 4 (extremely attracted). This is only applicable to the following enemy types: Walking Enemy, Dodongo, Ganon, Lanmola.
Weapon 
Which weapon, if any, this enemy fires. This is only applicable to the following enemy types: Walking Enemy, Projectile, Zora, Wizzrobe, Aquamentus, Manhandla, Gleeok, Gohma, Patra, Ganon.
Type 
What type of enemy it is. Determines its movement and actions.
O. Anim 
What animation sequence to use if the "Use New Enemy Tiles" quest rule is not set. The 'n-Frame m-Dir' options refer to how many directions the enemy can face, and the number of animation frames it uses. A '4-Frame 4-Dir' animation makes use of four up-facing tiles, four down-facing tiles, four left-facing tiles, and four right-facing tiles, in that order. 'Firing' means that it uses an additional set of n-by-m tiles when it pauses to fire its weapon, and a third set of n-by-m tiles as it fires. 'Tracking' means that it faces toward Link regardless of its actual movement direction. Also, '3-Frame' animations actually has four animation frames, but repeats the second frame for the fourth frame, and thus only uses 3 tiles per direction.
  • Frame Rate: Old enemy tile animation speed
E. Anim 
What animation sequence to use if the "Use New Enemy Tiles" quest rule is set.
  • Frame Rate: New enemy tile animation speed
Item Set 
What items this enemy may drop when killed. For exact information, see Item Drop Sets.
Random Rate 
How often this enemy considers changing direction after moving to a new combo.
Halt Rate 
How often this enemy considers stopping after moving to a new combo, ranging from 0 (never) to 16 (always).
Homing Factor 
How often this enemy homes in on Link.
Step Speed 
The movement speed. 150 step speed is about as fast as Link's walking speed. Note that only certain enemy types use this.
Use Pal CSet 
If checked, the enemy will use a CSet from the Extra Sprite Palettes instead of a standard CSet.
Pal CSet 
The number of the CSet in the Extra Sprite Palettes to use. Does nothing unless Use Pal CSet is checked. If this is set to -1, the enemy would then use CSet 14 in the main palette.

Other Notes

  • It is possible to set an enemy's CSet to CSet 12, 13, or 14 of the main palette. To do this, check the Use Pal CSet box, and click OK. Then, select the enemy again, and un-check the Use Pal CSet box. One must click the enemy's tile and use the minus key on the num pad to select CSet 12 or 13. Using the plus key on the num pad while CSet 12, 13, or 14 is selected will skip back to CSet 0.

Data 2

Misc. Attributes 1-12 
The purpose of these values differs by enemy type. See each specific enemy type below. Note that Misc. Attributes 11 and 12 are for scripting purposes.

The following enemy types currently have no edtiable misc. attributes built-in by default:

  • (None)
  • Ganon
  • Ghini (as of Build 1145)
  • Other
  • Other (Floating)
  • Peahat
  • Spin Tile
  • Zora
BG SFX 
The Sound Effect an enemy emits until it is defeated.
Hit SFX 
The Sound Effect an enemy emits when hit.
Death SFX 
The Sound Effect an enemy emits when killed.

Defenses

Defenses determine how the enemy reacts to Link's weapons. Currently, these defenses do not apply to Traps, Rocks, Dodongos, Big Digdoggers, Ganon, Projectile Shooters, or (None)-Type Enemies.

Each type of reaction is described below.

(None) 
The enemy takes damage, or is stunned if the weapon's damage is 0.
Block 
The enemy blocks the weapon. The weapon is destroyed or returns to Link, and the Shield sound effect is played.
Ignore 
The weapon passes harmlessly through the enemy.
1/2 Damage 
The damage of the weapon is reduced by half. It cannot be reduced below 1/2.
1/4 Damage 
The damage of the weapon is reduced even further. It cannot be reduced below 1/4.
Stun 
The enemy is stunned, even if the weapon normally does damage.
Stun or Block 
If the weapon's damage is 1 or more, the enemy is stunned. Otherwise, the enemy blocks the weapon.
Stun or Ignore 
If the weapon's damage is 1 or more, the enemy is stunned. Otherwise, the enemy ignores the weapon.
Block if < 1 
If the weapon's damage is less than 1, the enemy blocks the weapon. Otherwise, normal damage is dealt.
Block if < 2 
If the weapon's damage is less than 2, the enemy blocks the weapon. Otherwise, normal damage is dealt.
Block if < 4 
If the weapon's damage is less than 4, the enemy blocks the weapon. Otherwise, normal damage is dealt.
Block if < 6 
If the weapon's damage is less than 6, the enemy blocks the weapon. Otherwise, normal damage is dealt.
Block if < 8 
If the weapon's damage is less than 8, the enemy blocks the weapon. Otherwise, normal damage is dealt.
Ignore If < 1 
If the weapon's damage is less than 1, the enemy ignores the weapon.
One-Hit-Kill 
The enemy dies, and the weapon continues on.

To make an enemy invincible, set all of its Defenses to either 'Block' or 'Ignore'.

Misc Flags

Damaged by Power 0 Weapons 
If these weapons have a Power of 0, they will deal damage to the enemy instead of stunning them. The amount of damage dealt depends on the weapon's level, so a power 0 weapon with a level of 1 deals 1 point of damage, a level 2 power 0 weapon deals 2 points of damage, and so on.
Is Invisible 
This enemy is completely invisible.
Never returns after Death (Boss) 
Once killed, this enemy does not return even if you leave the screen and return.
Doesn't count as beatable enemy 
This enemy does not affect push blocks, the enemies->secrets flag, or shutters, and is not affected by the Kill All Enemies Item, the Kill All Enemies Cheat, or the death of the ring leader. Projectile Shooters and None Type Enemies are not counted as beatable enemies regardless of this flag. Additionally, Spin Tiles and Zoras do not affect screen secrets, push blocks, or shutters even if they count as beatable enemies, and things that kill all enemies do not affect Big Digdoggers regardless of whether or not they count as beatable enemies.
Can only be seen by Lens of Truth 
Is invisible, even with the Amulet. The quest rule 'Lens Reveals invisible enemies' must be turned on in order for the Lens of Truth to reveal this enemy.
Is Flashing 
Flash this enemy all the time.
Is Flickering 
This enemy will blink.
Is Transparent 
You can see through this enemy.
Shielded In Front (Walker) 
This walking enemy is invulnerable on the front side.
Shielded On Left (Walker) 
This walking enemy is invulnerable on the left side.
Shielded On Right (Walker) 
This walking enemy is invulnerable on the right side.
Shielded In Back (Walker) 
This walking enemy is invulnerable on the back side.
Hammer Can Break Shield 
This walking enemy's shield can be broken by the hammer.

Spawn Flags

Spawned by ... 
When the enemy flag/combo type/combo flag/Ganon room type is on the screen, one of these enemies appears.
Spawn Animation (Walker)
How a walking enemy appears
Poof: Enemy uses the 'MISC: Spawn' Sprite when it appears.
Flicker: Enemy fades in when it appears. Note that an enemy with this spawn animation (such as the default Armos enemy) always returns.
Instant: Enemy appears instantly with no spawn animation.

List of Enemy Types

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