================================================================================ == Enemy Index and Descriptiions == ================================================================================ This file is a quick run down of the enemies, their variables, and how you can manipulate them using the in-game scripting engine. In order to give you complete control over ALL aspects of the enemies, I have created a simple database management system. Each enemy has a predesigned function for you to use, and the functions all have the same syntax. [name](slot, varindex, operator, value) [name] is, of course, the name of the enemy, which I will list below. Slot is the slot, 0 - 31, that the enemy occupires. Varindex is a little bit more obscure. Each variable associated with an enemy has a specific index (also below) that must be passed into varindex. When the function receives this, it skips to that variable, then uses operator and value. Operator is any of the following: '=' - Equals, assigns the variable to value '+' - Increases variable by value '-' - Decreases variable by value '*' - Multiplies variable by value '/' - Divides variable by value '^' - Exponentially multiplies variable by value (if variable is 2 and value 5, the end result is 32) Nothing too complicated there. Value follows the usual arithmetic of other scripts, like 1 + 1 * 2 and such. See the syntax notes in Rules.txt for more details. Also note, some enemies have variables which cannot be directly accessed by you, as they are counters for frames or clipping, and changing them will only result in either nothing, or a crash. HOWEVER, you can change them, if you are not careful, by entering an index not listed here. Only use the values on this list! Last, before the list, is the enemy_total information. Each enemy has 32 slots associated with it, from 0 to 31. enemy_total is a value that states the highest enemy that is active on the list. If, for example, there are 8 geemers, from 0 to 7, then enemy_total is 8. If you wish to add another geemer, then you must change the geemer total and geemer values in slot 8. Geemer 0: Active - Is the geemer active 2: Damage - How much HP the geemer takes off when hitting Samus 4: HP - Damage Geemer can absorb before dying. 6: X - X Position of Geemer 10: Y - Y Position of Geemer 14: Direct - The direction the Geemer is moving 33: Exp Ty - Explode Type, which kind of explosion (small or large) when dying FireFlea 0: Active 1: X 5: Y 25: HP 27: Explode Type 28: Num Explode - How many explosion to make when dying 30: Behavior Pattern. Indexed in = FireFlea Behavior Types = Below 37: Origin X - For circular movement, the center X 41: Origin Y - For circular movement, the center Y 45: Speed X - For linear movement, speed in x direction 49: Speed Y - For linear movement, speed in y direction 53: Gamma Alter on Death - How much the room fades when this guy dies