1.Select ENEMY INFO from the menu and press the EDIT button.
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2.Select the type of EMD file you want to edit.
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This editor edits EMD files.
There are two types of EMD files, one for offline and one for online.
Please choose which one to edit.
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The following files are edited. |
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SENARIO NAME |
SENARIO
ID |
FOLDER NAME |
EMD FILE NAME |
OFFLINE |
ONLINE |
FILE1 |
Outbreak |
R001 |
SUB\RDT\FILE1\NETBIO00.dat\[r001.afs] |
sgl_e001.emd |
e001.emd |
the Hive |
R028 |
SUB\RDT\FILE1\NETBIO00.dat\[r028.afs] |
sgl_e028.emd |
e028.emd |
Below Freazing Point |
R035 |
SUB\RDT\FILE1\NETBIO00.dat\[r035.afs] |
sgl_e035.emd |
e035.emd |
Hellfire |
R002 |
SUB\RDT\FILE1\NETBIO00.dat\[r002.afs] |
sgl_e002.emd |
e002.emd |
Decisions,Decisions |
R041 |
SUB\RDT\FILE1\NETBIO00.dat\[r041.afs] |
sgl_e041.emd |
e041.emd |
FILE2 |
Traning ground |
R020 |
SUB\RDT\FILE2\NETBIO00.dat\[r020.afs] |
sgl_e020.emd |
- |
Wild things |
R040 |
SUB\RDT\FILE2\NETBIO00.dat\[r040.afs] |
sgl_e040.emd |
e040.emd |
Underbelly |
R010 |
SUB\RDT\FILE2\NETBIO00.dat\[r010.afs] |
sgl_e010.emd |
e010.emd |
Flashback |
R026 |
SUB\RDT\FILE2\NETBIO00.dat\[r026.afs] |
sgl_e026.emd |
e026.emd |
Desperate Times |
R015 |
SUB\RDT\FILE2\NETBIO00.dat\[r015.afs] |
sgl_e015.emd |
e015.emd |
End of the road |
R006 |
SUB\RDT\FILE2\NETBIO00.dat\[r006.afs] |
sgl_e006.emd |
e006.emd |
Elimniation1 |
R029 |
SUB\RDT\FILE2\NETBIO00.dat\[r029.afs] |
sgl_e029.emd |
e029.emd |
Elimniation2 |
R030 |
SUB\RDT\FILE2\NETBIO00.dat\[r030.afs] |
sgl_e030.emd |
e030.emd |
Elimniation3 |
R027 |
SUB\RDT\FILE2\NETBIO00.dat\[r027.afs] |
sgl_e027.emd |
e027.emd |
Showdown1 |
R021 |
SUB\RDT\FILE2\NETBIO00.dat\[r021.afs] |
sgl_e021.emd |
e021.emd |
Showdown2 |
R022 |
SUB\RDT\FILE2\NETBIO00.dat\[r022.afs] |
sgl_e022.emd |
e022.emd |
Showdown3 |
R023 |
SUB\RDT\FILE2\NETBIO00.dat\[r023.afs] |
sgl_e023.emd |
e023.emd |
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3.Main menu description
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(1) |
SELECT ROOM |
A map list with the initial placement of enemies will be displayed. |
(2) |
INDEX |
This is the enemy index list set in the map list. |
(3) |
GROUP |
Enemy group number and its INDEX number.
An event script file specifies enemy placement, activation, and deletion.
Note that newly added enemies will not function properly unless this group number and its INDEX are declared in the event script file. |
(4) |
GROP-INDEX |
(5) |
DIFFICULTY |
FILE1 and FILE2 and offline and online have different meanings.
Unlike FILE2, FILE1 has 4 blocks of EASY/NORMAL/HARD/VERY HARD data per map.
In other words, FILE1 will be a file four times as large as FILE2.
In FILE2, unlike FILE1, you can specify EASY/NORMAL/HARD/VERY HARD for each enemy. |
(6) |
PATTERN |
Specify the pattern in which the enemy appears.
For FILE1, select EASY/NORMAL/HARD/VERY HARD for both offline and online.
For FILE2, if offline, specify a pattern of EASY/NORMAL/HARD/VERY HARD. For example, you can specify that only VERY HARD and HARD appear.
In the case of FILE2, if online, you can specify two patterns ABCD.
Online has 4 types of random enemy appearance patterns.
For example, patterns A and B and patterns C and D can change the enemy spawn location. |
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Button function |
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ADD ROOM |
The initial position of the enemy is specified for each room.
Press this button if you want to place a new enemy in a room without enemies.
See additional room descriptions.
Adding a room will add a zombie with standard abilities to the starting position defined in
that room.
It is possible to change enemies with the CHANGE/POSITON/DETEAL button.
The EMD file is rewritten by pressing the OVER WRITE button. |
DEL ROOM |
Press this button if you want to delete the enemy in that room.
Enemies are removed from the room list.
See Function details for deleting a room.
The EMD file is rewritten by pressing the OVER WRITE button. |
ADD ENEMY |
A new index is added to the index list of the selected room, and a zombie with standard abilities is added to the starting position of that room.
See How to add enemy.
It is possible to change enemies with the CHANGE/POSITON/DETEAL button.
The EMD file is rewritten by pressing the OVER WRITE button. |
DEL ENEMY |
Removes enemies at the selected index.
See How to delete enemy.
The EMD file is rewritten by pressing the OVER WRITE button. |
COPY ENEMY |
Memorize the index enemy selected with the COPY button.
Overwrite the stored data with the PASTE button.
For example, use it when you want to increase the same enemy.
The EMD file is rewritten by pressing the OVER WRITE button. |
PASTE ENRMY |
CHANGE |
If you want to change the enemy type, press this button to switch to the CHANGE menu. |
POSITION |
If you want to change the enemy's position, press this button to switch to the POSITION menu. |
DETEAIL |
Press this button to switch to the DETEAIL menu if you want to change the enemy's abilities. |
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additional room descriptions
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Pressing the ADD ROOM button in the MAIN menu will bring up a list of rooms that have no enemies defined.
For FILE2, a list of rooms with no enemies will be displayed.
In the case of FILE1, rooms exist for each difficulty level.
This will give you a list of all rooms.
Select the room you want to add from the list and press the ADD ROOM button.
For example, the Wild things "East concourse" has no enemies.
Select that "East concourse" and press the ADD ROOM button.
It will tell you that a zombie with standard abilities will be added.
If you go back to the MAIN menu with the BACK TO MAIN MENU button you will see that "East concourse" has been added to the map list and standard zombies have been added to the index.
Using this function, it is possible to place enemies in rooms where there are no enemies, which used to bea safe zone.
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Function details for deleting a room
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For example, if you want to delete the zombies in , you can delete the entire room with the DEL ROOM button.
When you press the DEL ROOM button, a confirmation message will be displayed.
"YES" will delete the room.
It is important to note that in some cases the event will not occur unless the enemy is defeated.
For example, if you delete a room in Showdown, where you can't advance to the next stage without defeating the enemy, you may encounter problems such as being unable to clear the scenario.
"Elephant restrant" is now removed from the room list.
The EMD file is rewritten by pressing the OVER WRITE button.
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How to add enemies
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If you already have a room and want to add an enemy, press the "ADD ENEMY" button.
A new INDEX is added, and zombies with standard abilities are added.
Press "YES" in the confirmation dialog.
Zombies with standard abilities are added to the new INDEX as follows.
You can change zombies with the CHANGE/POSITION/DETEAL buttons.
The EMD file is rewritten by pressing the OVER WRITE button.
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How to delete enemies
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By selecting an INDEX and pressing the DEL ENEMY button, you can delete that enemy.
A confirmation dialog will be displayed, so press "YES".
The EMD file is rewritten by pressing the OVER WRITE button.
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4.CHANGE menu description
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This menu allows you to turn the selected enemy into another enemy.
If you change the enemy, only the code of the enemy will change.
Pressing the "load the apporopriate value" button will set the stats to the standard behavior for that enemy.
If you select an enemy with no unused movement stats and press "load the apporopriate value", it will define the standard zombie movement.
The "load the apporpriate values" button sets the appropriate values for that enemy, but not all enemies can be placed on the map in all scenarios.
There are also non-functioning enemies.
Information about the enemy will be displayed in the message box, so please refer to it when placing it.
Some enemies cannot be placed in scenarios.
For example, "Wild things" cannot have Tyrant A/G/C/R.
However, it can be arranged by specially editing the EVB file.
In that case, the "How to rewrite EVB file" button will be activated.
Pressing this button will open How to add special enemies.
All enemy placement information is summarized in How to add special enemies.
You can enter a hexadecimal ENEMY CODE in the input box.
If you want to enter an ENEMY CODE that does not exist in the enemy list, enter it here and press the UPDATE key.
However, if you enter a code that is not on the enemy's list, that enemy cannot be guaranteed to work. It is unknown what will happen in that case.
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5.POSITION menu description
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This menu allows you to change the initial position of the selected enemy.
You can also change the orientation of your body.
You can switch the vertical/horizontal angle with the checkbox "Switch vertical angle".
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6.DETAIL menu description
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This is the menu that appears when you press the DETAIL button.
It has the following tabs.
INITIAL |
You can specify the initial state of the enemy.
Especially zombies have various initial states. |
ACTION |
This is a tab that mainly specifies the movement of zombies.
Specifies how to continue from the initial state. |
ABILITY |
This is a tab that corrects the enemy's individual abilities.
For example, specify physical strength, power, speed, etc. |
RESPAWN |
This tab specifies the state when enemies respawn. |
SIZE |
It is possible to change the size of the enemy.
It is also possible to specify wide, thick zombies, and thin and tall zombies. |
OTHER |
Specify any other designation or unknown status. |
If you check the "This enemy does not attack the player" checkbox, that enemy will not attack the player.
SAVE |
The SAVE button saves all information for the selected enemy. |
LOAD |
The LOAD button loads information saved with the SAVE button.
However, it keeps position information and angle.
For example, save an enemy in a different scenario with the SAVE button, and use it when you want to replace that enemy with the enemy in the current scenario. |
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6-1.INITIAL tab
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In the INTIAL tab, you can specify the initial state of enemies such as zombies.
Most enemies start with a value of 00.
And there is no initial state meaning, but for zombies there are different initial states.
For more information, see the video below.
START UP TIMER is a delay timer when enemies such as zombies start up.
For example, if you want it to start after 10 seconds, enter the decimal number 10 as the value.
ACTIVE RANGE is a valid specification for some initializations.
For example, you can specify if you want to start moving when you approach a zombie.
DOOR ID can be specified when the initial state is "Appear by knocking on the door".
DOOR ID is the ID of the door of the room.
It can be specified when zombies and "AXE MAN" come in by knocking on the door.
See CONNECTION ROOM if you want to know the appropriate DOOR ID value.
Any value can be entered in the input box.
In this case, enter a hexadecimal number from 00 to FF and press the UPDATE key.
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6-2.ACTION tab
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This is a tab that mainly specifies the continuous actions of zombies.
There are also some enemy designations besides zombies.
For example, you can specify normal type and poison type of BITE here.
Any value can be entered in the input box.
In this case, enter a hexadecimal number from 00 to FF and press the UPDATE key.
ITEM |
FUNCTION |
This zombie moves from room to room |
Check this box if the enemy is a Zombie or Hunter, Tyrant, Thanatos or AXEMAN and you want to move from room to room. |
Patrol a fixed route |
When the enemy moves from room to room, specify whether to move out of the room or stay in the room when the enemy loses sight of the player.
For example, when Jim pretends to be dead, you can specify whether the zombies will leave the room or stay inside.
If you check the box, zombies will go out. |
TRACKING PATTERN |
Specifies the enemy's tracking pattern when the enemy moves from room to room.
This tracking pattern value can only specify the range of values determined by the scenario.
For example, if pattern 3 does not exist, specifying 3, 4, 5, etc. will not work |
Time to move to next room |
Specifies the speed at which the enemy moves from room to room when the enemy moves from room to room.
You can specify 30 steps from 0 to 30.
0 : The default and the enemy will move in about 15 seconds.
1: The enemy moves in a very short time.
This means that as soon as the player moves from room to room, it will follow them.
30 : Not tracked for a very long time. |
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6-3.ABILITY tab
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These can modify enemy abilities.
ITEM |
OFFSET |
FUNCTION |
HEALTH |
+51 |
Enemy health correction value.
You can specify a range from 0 to 8.
0 is the minimum health.
7 is the maximum health.
If set to 8, the enemy has infinite health and cannot be defeated. |
POWER |
+50 |
The enemy's attack correction value.
It can be set from 0 to 7.
0 is the lowest value, enemy attack power is low.
7 is the maximum value, and the enemy's attack power is high. |
SPEED |
NORMAL |
+64 |
You can specify the normal speed of enemies such as zombies.
The range that can be specified differs between FILE1 and FILE2. This is because zombies move differently. |
BOOST |
+65 |
You can specify the speed when enemies such as zombies accelerate and become faster. |
KNOCK DOWN |
RATE |
+59 |
If the player damages an enemy such as a zombie, it will be knocked down temporarily.
RATE specifies the ease of knockdown.
Eight steps from 0 to 7 can be specified.
0 is the hardest to knock down and 7 is the easiest to knock down.
TIME specifies the knockdown time.
Eight steps from 0 to 7 can be specified.
0 is the shortest knockdown time, 7 is the longest knockdown time. |
TIME |
+60 |
WHO THE ENEMY ATTACK |
+72 |
Specifies who the enemy will attack.
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0 |
Enemies only attack players. |
1 |
Enemies attack players and NPCs. |
2 |
Enemies only attack NPCs. |
3 |
Tyrants attack hunters. |
4 |
Hunters attack Tyrants. |
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RANGE/REACTION |
REACTION |
+54 |
Indicates enemy reaction distance.
A high value will detect the player from a distance and start tracking them.
Low values make players harder to find. |
TRACKING |
+53 |
Indicates enemy tracking distance.
If enemies spot the player, they will start chasing the player.
The lower this value, the easier it is to escape from enemies.
The higher this value, the harder it is to escape from enemies. |
ATTACK |
+56 |
The enemy's attack reaction range.
If you get close to an enemy, they will attack you.
The lower this value, the narrower the attack range.
The higher this value, the wider the attack range. |
ATTACK Charcteristics |
+61 |
The setting information is unknown in detail.
I think it's the personality of the enemy's attack. |
+62 |
+63 |
+52 |
+55 |
+57 |
BREAK RATE |
+74 |
The rate at which zombies will rest when chasing and losing sight of the player.
0 to 3 can be specified.
0 is short break time.
3 takes a long time to rest. |
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6-4.RESPAWN tab
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Zombies, dogs, crows, etc. will reappear even if you defeat them.
Outbreak enemies mostly respawn.
You can specify 3 modes of respawn for each enemy.
0 |
This enemy corpse does not disappear, and the corpse is revived.
If you specify this, the corpse will not disappear when you defeat the enemy. And the corpse does not respawn.
For example, Elimination zombies have this designation. |
1 |
This enemy disappears and reappears in a different location.
Most normal enemies have this designation.
When you kill an enemy, its corpse disappears and respawns in another location.
Most normal enemies have this designation. |
2 |
This enemy does not disappear or respawn with a corpse.
Licker and Hunter Gamma have this designation.
Even if they kill, the corpse will come back to life. |
The respawn time can be specified in 8 levels from 0 to 7.
0 will revive the enemy in the shortest time.
7 is the longest time the enemy will respawn.
You can select the respawn location from the respawn coordinates defined in the scenario.
See ENEMY RESPAWN EDITOR for respawn locations.
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6-5.SIZE tab
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his SIZE tab allows you to change the size of the enemy's body.
For example, you can make zombies bigger or smaller.
However, if you change the size, the enemy's attack will not hit or your attack will not hit the enemy.
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6-5.OTHER tab
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Other tab.
You can specify unknown data as a function.
I'm not sure what happens when you change the value.
Try it yourself..
About the +77 Showdown Event
This is an internal event number that occurs when you kill a Showdown boss.
For example, the first boss of "Showdown3", "G-Mutant", has an internal event with a value of "1".
If you change this number, even if you beat "G-Mutant" or win, the internal event will not occur, so you will not switch to the next stage.
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