Okay, some things I noticed when researching the Rocket Turtle:
- yes, he's indeed a Boss event misplaced, so use it as a Boss
- when triggered he'll hover around for about 2-3 seconds before rushing off to the upper left corner, make sure you've got an AreaID there to "get his attention" (no need for thick walls of AreaID's around him). If he still escapes place more AreaID's to the top left of the Rocket Turtle
- it's best to construct an AreaID path of 0's and 1's. Thus you can have about 1 or 2 empty tiles in between the AreaID's. So it could look something like this:
0 empty 1 empty 0 empty 1 empty etc...
- the Rocket Turtle will ROUGHLY follow this path, you'll see he rounds his corners so keep that in mind when constructing a path
- at the end of the path he'll stay hovering mid-air
- Rocket Turtles are suicidal!  They are constantly attracted by nearby explosions. They'll leave their path for them and if they've reached the end of the AreaID path they'll hop from explosion to explosion. You can create some nifty effects with this. Just make sure that the Rocket Turtle AIN'T killed by an event! Since he's a boss the game will hang ('cause the player didn't kill the boss) and you can only go on by quittting the game or killing yourself with a cheat.
- the endtext parameter works as expected (if he's killed the text with the corresponding ID will be displayed, just like with e.g. Devan)
- the JCS.ini can be easily fixed.
So far I haven't been able to make the Rocket Turtle continuesly move. It would be nice if you could be able to "reset" the AreaID's so that the Rocket Turtle would follow them again when constructed loopwise. Any one got a solution for this?
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