Lanmola

From ZCWiki
Jump to: navigation, search
This article has been transferred from the PureZC Wiki, and may need to be updated.

Lanmolas are both specific enemies included by default, and an enemy type selectable in the Enemy Editor.

Introduction

Lanmolas are centipede-like creatures that have a head and four sections. There are two levels for them.

Specific Information

Red Lanmola

Enemy: Lanmola (L1)
Lanmola1New.png
In The Legend of Zelda: Yes
Old Tiles: 173-174
Width: 2
Height: 0
Special Tiles: N/A
New Tiles: 2680-2735
Width: 16
Height: 3
Weapon: N/A
Type: Lanmola
Old Tile Animation: Lanmola
New Tile Animation Lanmola
Item Set: Default
HP: 4
Damage: 8
Weapon Damage: N/A
Hunger: 0
Random Rate: 8
Halt Rate: 0
Homing Factor: 0
Step Speed: 100
CSet: 8
Old Animation Frame Rate: 8
New Animation Frame Rate: 8
Enemy Class Attributes: Segments:5
Segment Lag: 3
Sound Effects: Death: 10- Enemy dies
Misc Flags:
Defenses: None
Spawn Flags:
Red Lanmolas are the level one type. Each section of its body has 4 HP, and any weapon with a power of 2 can kill it instantly. They move slowly, and are easy targets to bombs. They deal 2 hearts worth of damage if Link runs into them with no ring.

Blue Lanmola

Enemy: Lanmola (L2)
Lanmola2New.png
In The Legend of Zelda: Yes
Old Tiles: 173-174
Width: 2
Height: 0
Special Tiles: N/A
New Tiles: 2740-2795
Width: 16
Height: 3
Weapon: N/A
Type: Lanmola
Old Tile Animation: Lanmola
New Tile Animation Lanmola
Item Set: Default
HP: 4
Damage: 8
Weapon Damage: N/A
Hunger: 0
Random Rate: 8
Halt Rate: 0
Homing Factor: 0
Step Speed: 200
CSet: 7
Old Animation Frame Rate: 4
New Animation Frame Rate: 4
Enemy Class Attributes: Segments:5
Segment Lag: 2
Sound Effects: Death: 10- Enemy dies
Misc Flags:
Defenses: None
Spawn Flags:
Blue Lanmolas are the level two type. Same HP and heart damage as the level 1 type (by default, Red), except they move much faster and can be pests in great numbers.

Enemy Properties

  • Segments: The number of segments the enemy starts with
  • Segment Lag: The logarithm, base 2, of the number of frames each segment lags behind the next closest segment to the head.
  • Item per segment: If yes, then each segment killed drops items. If no, then the enemy only drops an item when all of its segments are destroyed.