What are some ideas you may have for things that should be implemented after 2.5 is completed?
What I want most is more Enemy Misc. Attributes--for example:
Being able to change a darknut's shield:
Misc 6: The "HP" of the darknut's shield. In other words, how many times you must hit the darknut with a hammer before it loses its shield. If 0, the shield cannot be broken.
Misc 7: Which projectiles the shield blocks (use same #s as for shield item misc. attributes)
Misc 8: Which projectiles the shield reflects (use same #s as for shield item misc. attributes)
Misc 9: For which directions does this apply: 1 = Front Only (direction the enemy's facing), 2 = Back Only (opposite of direction enemy's facing) 3 = Front & Back 4 = Sides Only 5= Front & Sides, 6 = Back & Sides, 7 = Shielded from all sides
So by default, darknuts would block arrows, magic, sword beams, etc. from the front. But you could make a darknut who's shield reflects magic & blocks all other items from the front AND back (so you'd have to kill from the side)
Misc Attribute 4: If 0, nothing special. If 1, the leever will shoot a projectile once each time it emerges from the ground before moving. If 2, the leever will repeatedly shoot a projectile after it emerges as it walks around.
Misc Attribute 4: If 0, nothing. If 1, whenever the tektike lands, it'll shoot a projectile.
Misc 1: How often the pea hat has a chance of landing (in # of seconds)
Misc 2: The inverse chance of pea hat landing at said interval
So for example, if misc 1 is 10 & misc 2 is 2, then every 10 seconds, the pea hat has a 1 in 2, or 50%, chance of landing.
Misc 3: Duration that the pea hat stays landed (in # of seconds)
Misc 4: If 0, nothing special. If 1, peahat shoots projectile only as it is flying. If 2, peahat shoots projectile only after it has landed. If 3, peahat always shoots projectiles, whether it landed or is flying.
Projectile (Fire Shooter, Arrow Shooter, etc.):
Misc 1: How often it shoots the projectile (in # of seconds). So if it's 3, it'll shoot one projectile every 3 seconds. If 8, it'll shoot once every 8 seconds.
Misc 1: Where the wall master warps Link if it catches Link.
0 = Dmap's Entrance
1 = Uses Sidewarp A
2 = Uses Sidewarp B
3 = Uses Sidewarp C
4 = Uses Sidewarp D
Misc 1: Inverse chance of it jumping when it moves to a new combo
Misc 2: What item it's vulnerable to:
1 = Arrow
2 = Magic
Misc 1: How long Zora stays emerged before it disappears again
Misc 2: How long Zora stays submerged before it reappears
Misc 3: If 0, the Zora emerges randomly. If 1, the Zora emerges on water combo close to Link.
Misc 4: How long (in # of seconds) the enemy can wait before its killed until it transform into another enemy. For example, you can adjust how fast or slow a gel tribble transforms.
Also, for ALL enemies, be able to change the size of the enemy, from 1 tile to as large as 4 x 4.