The Walking Enemy is the standard "ground enemy" type in Zelda Classic. It encompasses the behaviours of the following enemies from The Legend of Zelda: Octoroks, Moblins, Armos, Lynels, Stalfos, Goriyas, Zols, Gels, Vires, Ropes, Like Likes, Pols Voices, and Darknuts. Each of their unique behaviours (leaping, shields, engulfing Link, splitting into smaller foes, etc.) can be set for a Walking Enemy, and can (to some extent) be combined. It is thus a very versatile enemy class.
The Walking Enemy is constrained to the grid of combos on a screen. They are either moving horizontally or vertically between combos, or standing exactly on top of a single combo.
Their movement algorithm is such:
- Starting on a combo, the enemy has a (Homing Factor / 255) chance of changing direction to face Link.
- If they do not, they then have a (Random Rate / 16) chance of changing to a random (fair) cardinal direction (which may include their current direction, resulting in no actual change).
- Then, they move to the next combo in their direction, at a speed of (Step / 100) pixels per frame.
- Once they are exactly on top of the combo, they have a (Halt Rate / 16) chance of halting on the combo. If they halt, they then fire whatever weapon they have.
The algorithm then repeats.
- Shot Type: How the enemy fires its weapon. If the weapon is a Fire Trail or a Boomerang, most of these will be ignored.
- 1 Shot: Fires a single shot in the middle of its halt.
- 1 (End-Halt): Fires a single shot just before it resumes movement. Used by the L2 Zol and Gel enemies.
- Rapid-Fire: Fire single shots continuously. If the weapon is a Boomerang, then it will be fired toward Link. Used by the Darknut '(Death Knight)' enemy and the 'Goriya (L3)' enemy.
- 1 (Fast): Fires a single shot that travels at double its normal step speed.
- 1 (Slanted): Fires a single shot that is slanted in the direction of Link. Fireballs that are slanted will miss Link if he is far enough away.
- 3 Shots: Fires 3 shots in an arc - one straight and two slanted in opposite directions. Matches the Aquamentus's attack.
- 4 Shots: Fires one shot in each compass direction. Used by the 'Stalfos (L3)' enemy.
- 5 Shots: Fires 5 shots in an arc.
- 3 (Fast): Same as '3 Shots', but the weapons travel at double their normal step speed.
- Breath: A stream of shots are fired at varying angles. Used by the L3 Octorok enemies.
- 8 Shots: Fires one shot in each compass direction and diagonal direction. Best used with Flame or Fireball weapons.
- Summon: Summons at least one enemy. Death Attr. 1 determines the enemy ID. Death Attr. 2 determines the maximum number of enemies summoned in one go.
- Summon (Layer): Summons 1 to 3 enemies from the enemy list of the screen currently being used as layer 1.
- Death Type: What happens when the enemy is attacked/killed.
- Normal: Nothing.
- Split On Hit: Die and create enemies as soon as damage is taken. Death Attr. 1 determines the enemy ID, and Death Attr. 2 determines the number of enemies.
- Split On Death: Creates enemies on death. Death Attr. 1 determines the enemy ID, and Death Attr. 2 determines the number of enemies.
- 8 Shots: Fires 8 shots of a different weapon in each compass direction and diagonal direction. Death Attr. 1 determines the difference between its death weapon and its normal weapon, which is treated as an offset. Death Attr. 2 determines the damage of the death weapon.
- Explode: The enemy fires a weapon on death. If its Walk Style is 'Rope', then it will die and fire a different weapon if it collides with Link while dashing. Death Attr. 1 determines the difference between its dashing weapon and its normal weapon, which is treated as an offset. Death Attr. 2 determines the damage of the dashing weapon. NOTE: The Bomb Blast and Super Bomb Blast weapons are only compatible with Rope type walkers with this death type.
- Tribble: The enemy dies and creates enemies after time has passed. Death Attr. 1 determines the enemy ID, Death Attr. 2 determines the number of enemies, and Death Attr. 3 determines how long, in ticks, until the enemy tribbles.
- Extra Shots: When the enemy has halted and fired a shot, it has a chance of remaining halted and firing additional shots. This number determines the number of additional shots.
- Touch Effects: What happens to Link when the enemy touches.
- Temp. Jinx: Afflicts Link with a temporary jinx. Effect Strength determines the kind of jinx: 0 = sword, 1 = item, 2 = both.
- Perm. Jinx: Afflicts Link with a permanent jinx. Effect Strength determines the kind of jinx: 0 = sword, 1 = item, 2 = both.
- Cure Jinx: Cures a permanent jinx. Effect Strength determines the kind of jinx it cures: 0 = sword, 1 = item, 2 = both.
- Lose Magic: Link loses magic. Effect Strength determines how much magic (in 1/32s of a magic container) that Link loses. The '1/2 Magic' benefit is applied here.
- Lose Rupees: Link loses rupees. Effect Strength determines how many rupees Link loses.
- Drunk: Link's drunk clock is incremented. Link's controls are randomly interfered with while it is in effect. Effect Strength determines how much.
- Eat (Items): Link is engulfed by the enemy and after a number of frames, his edible equipment items (those that 'Can Be Eaten By Like Likes') are removed. Effect Strength determines how long, in ticks, until this occurs.
- Eat (Magic): Link is engulfed by the enemy and his magic decreases until the enemy is killed. Effect Strength determines how fast Link's magic is drained.
- Eat (Rupees): Link is engulfed by the enemy and his rupees decrease until the enemy is killed. Effect Strength determines how fast Link's rupees are drained.
- Eat (Damage): Link is engulfed by the enemy and his life decreases until the enemy is killed. The amount to drain is equal to the damage the enemy deals. Note that Link is not invincible while the enemy drains his life.
- Walk Style: How the enemy moves.
- Normal: Walk horizontally and vertically.
- Rope: The enemy dashes at Link if he is aligned with the it. While dashing, the enemy's step speed is set to its pre-set Step + 100.
- Vire: The enemy makes small hops when traveling horizontally. NOTE: A walking enemy with this walk style ignores Sideview Gravity.
- Pols Voice: The enemy makes great leaps and ignores walkability. If the "Enemies Move Through Z-Axis" Quest Rule is set, the enemy leaps through the Z-axis and thus cannot collide with Link (or other entities) unless they are also in midair at roughly the same Z height. NOTE: A walking enemy with this walk style ignores Sideview Gravity.
- Armos: The enemy randomly (one in two chance) uses a different step speed when it spawns. Also, if its Anim. is "Armos (4-Frame)" then, if it uses the alterntive step speed, its tile is incremented by 20. Walk Attribute determines the alternative step speed the enemy can use.