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

[edit] Data

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

[edit] Tile/Graphics

O. Tile, S. Tile, E. Tile and respective W/H fields
Select the tiles your enemy uses. To make your enemy animate, make the frames into individual tiles in sequence. Select the first tile, then set the number of tiles in the W field.

[edit] 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.
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, Walker and Shooter, Armos, Ghini (except phantoms), Like-Like, Dodongo, Ganon, Lanmola, Gel, Zol, Gel Tribble, Zol Tribble.
Weapon 
Which weapon, if any, this enemy fires. This is only applicable to the following enemy types: Walker and Shooter, Gel, Zol, Gel Tribble, Zol Tribble, Projectile, Zora, Rope, 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.
E. Anim 
What animation sequence to use if the "Use New Enemy Tiles" quest rule is set.
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.
BG SFX 
The Sound Effect an enemy emits until it is defeated.
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.

[edit] Data 2

Misc. Attributes 1-10 
The purpose of these values differs by enemy type. See each specific enemy type below.

[edit] Flags 1

Damaged by power 0 Boomerang/Hookshot 
If these weapons have a Power of 0, they will do 1 point of damage to the enemy instead of stunning them.
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.
Is Invincible 
No weapons hurt this enemy at all.
Vulnerable only to Super Bombs 
no other weapons hurt this enemy.
Can only be seen by Lens of Truth 
Is invisible, even with the Amulet.

[edit] Flags 2

Is flashing 
Flash this enemy all the time.
Spawned by ... 
when the flag/combo is on the screen, one of these enemies appears.

[edit] List of Enemy Types

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