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Add Anubis, Flare Dancer, Skull Kid & Spear Moblin to enemy randomizer #5483
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Add Anubis, Flare Dancer, Skull Kid & Spear Moblin to enemy randomizer #5483
Conversation
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If you want to re-add the flare dancer, it really should be excluded from clear enemy rooms because of said OoB issues it has. Also, have you tested if the crashes with it are actually gone? Because I was having semi-frequent but inconsistent crashes with it before when flare dancers were still included. |
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Also how do the spear moblins work? Normally they require pathing to function, and crashed without them for me. |
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IsEnemyAllowedToSpawn doesn't allow spear moblins to spawn in clear rooms because it shares an actor ID with club moblins. Also an existing issue causes the game to hit an infinite loop if it tries to load a clear room with only enemies banned in room clear rooms enabled. |
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Not sure if that was a response to my questions, but spear enemies will spawn anywhere else (and crashed on me before without changing them), and my issue with clear enemy rooms is flare dancers, not spear moblins. And yeah the banned enemies have some issues that could need fixing, but doesn't need to be in a PR adding more enemies. |
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it was not a response, I was just reporting a bug. |
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Fixed the clear room exclusions. Couldn't replicate a crash neither with spear moblins (tried in both scenes with path data & ones without) nor with flare dancer (tried with ~5 at once, did lag, didn't crash).
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Potentially I fixed issues during enemy randomizers development that now made flare dancers work properly, I honestly have no clue. That's cool then though! I think a fallback to spawn the vanilla enemy without any of the position changes etc when no enemy can be found for a specific spot would be best, but it may require some slight rewriting of the order of how things happen currently. |
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The problem I see with that is that people might think it's a bug and report it, idk how we could prevent that. |
I'd rather have the fallback for now until a better option could be implemented, unless you think you can come up with something quick. I do like the idea of having a dummy actor to use if no enemies that are allowed for clear are enabled in the selection. However, I feel like that isn't necessarily related to this PR, and therefore doesn't have to be done here. |
This is now done by #5519 |
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Shuffling the skull kids in child lost woods makes the skull kid and ocarina memory game checks impossible. |
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Skull kids are not spawning in Shadow Temple for some reason, there's nothing in thier place when they spawn, like they simply delete themselves |
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Fixed both issues (did touch |
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All flare dancers is a 100% instant crash for me in fire temple big lava room. based on other poking around it's graphics related and may have something to do with flare dancers on rough/angled terrain. EDIT: Randomised spear moblins seem to be noticeably smaller than the spear moblins seen in SFM. As for the flare dancer problems, if they are the only cause of crashes this PR should be split so we can get the working enemies in first and then figure out why flare dancers are so unstable |
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Fixed spear moblin size and disabled flare dancers until the crashes are fixed (probably on another PR). |
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Awesome, thanks for that. Just one more thing, you left the include in the file you just did the hook for, and have a newline that wasn't there before. I would appreciate if you could return that file to its original state. |
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Done |
HarbourMasters#5483) * Add Anubis, Flare Dancer, Skull Kid & Spear Moblin * Include spear moblins and exclude flare dancer in clear rooms * Exclude anubis from clear rooms * Fix skull kill issues * Clang format * Address review * Use hook * Update z_en_mb.c
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