Author Topic: Elmgon Enemies  (Read 2491 times)

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Offline ztrumpet

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Elmgon Enemies
« on: January 28, 2010, 12:54:06 pm »
I have been working on planning enemies.  Here is what I'm thinking:


(Name and ASCII Sprite are stored elsewhere.)
1: Max HP (I don't need to store this, as Current HP starts the same as it)
2: Current HP
3: Attack (Normal Type)
4: Magic
5: Defence
6: Speed
7: Fire Protection
8: Ice Protection
9: Bolt Protection
10: Earth Protection
11: Fire Attack Power
12: Ice Attack Power
13: Bolt Attack Power
14: Earth Attack Power
15: Experience Gained From Fighting Enemy
16: Gold Points Gained From Fighting Enemy
17 and beyond: Moves
  Moves can be anything, but will be stored by the move's number.  For example something like Eeems Power might have the number 34.

If anyone would like to think of enemies, that would be awesome!  I can think of them myself, but Ifind the more styles there are, the more diverse the game is. :)
You can make up your own moves too. ;D
Thanks!

A sample enemy could look like this:
Name: Pheonix
Sprite: vWv
High Fire and All Defenses.
Low Speed.
Moves:
Flame Flight: Flys at you and attacks with fire.
Burn: You get damaged by flames.
Arise: If another enemy is dead, this move can be used and reserect the other enemy at 50% health.

What do you all think?
« Last Edit: January 28, 2010, 01:05:50 pm by ztrumpet »

Offline mapar007

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Re: Elmgon Enemies
« Reply #1 on: January 28, 2010, 02:55:37 pm »
Check out some older UNIX RPG's. They always have funny easer-egg-like monsters, and they can be a great source of inspiration.

Offline DJ Omnimaga

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Re: Elmgon Enemies
« Reply #2 on: January 28, 2010, 10:06:21 pm »
mhmm if I find some ideas I will try to post them here. Of course you can always get some from Illusiat 13 or ROL2,  altough in ROL2 bestiary the enemy graphic doesn't show up