ChillManBlock

sprChillBlock

Origin

Mega Man 10

objChillManBlock

objects / Gimmicks / MM10 / objChillManBlock
prtEntity > objChillManBlock

Description

You can set the itemDrop of these objects to create a "frozen" enemy inside of them. The Centering seems to be quite inconsistent so I added variables to help correct the X/Y of the frozen object

Variables

NameValueDescription
breakTimer-1
drawItemfalse
scriptscrNoEffect

You can execute scripts or limited GML using this upon the chill block being destroyed. Functions exactly as the custom spawner's does. Note that the graphic does not change for frozen enemies, only the one created on death.

code""
sprite0

You can set some of these variables for additional control over the item's frozen graphics. spawnalpha only affects the spawned

subimage0

Only used for drawing

xscale1
yscale1
colorimage_blend
alpha0.5
spawnAlpha1
itemDrawOffsetX0

these only affect the position of the frozen enemy, change with caution

itemDrawOffsetY0
itemSpawnOffsetX0
itemSpawnOffsetY0
width27
height27
superArmFlashTimer0
superArmFlashOwnernoone
superArmFlashInterval1
superArmHoldOwnernoone
superArmDeathOnDroptrue
superArmThrownfalse

Inherited from prtEntity

NameValueDescription
frozen0
boss0

boolean, is it a boss

faction3

Used for entities colliding with each other

healthpointsStart2 (*)

the amount of damage that must be dealt to the Entity before it dies.

healthpointshealthpointsStart
contactDamage0

the amount of damage the Entity does to the player on collision.

canHittrue

Boolean. If false, the entity won't take damage.

canDamagetrue

If false, the entity won't deal damage

isTargetabletrue

If false this object will be ignored by the targeting system

spawnEnabledtrue

if this is false, object will never spawn, but will remain dead instead.

pierces2

0: destroyed when hits. 1: destroyed unless kills. 2: never destroyed

penetrate0

0: reflectable. 1: not reflectable, but no damage. 2: bypasses shields

attackDelay0
category"superArmTarget" (*)

Notes for objChillManBlock:

super arm interaction

hitTimer0

counts how long it has been since the last time it took damage

iFrames0
ignoreBullet0

special case for ignoring a bullet when reflecting it (thunder beam)

killOverridefalse (*)

special case for special kill effects ala BHB or Tornado Blow

hitterID0

the ID of the object that last hit this entity

respawntrue

If this is false, the entity will permanently be destroyed if it is ever dead. If true, it will respawn any time it scrolls on-screen.

deadfalse
shiftVisible1 (*)
noFlickerfalse

If set to true, depth modulating will be disabled for this object.

respawnRange4

distance beyond edge of view at which entity spawns if dead. Set to -1 to make infinite

despawnRange4

distance beyond edge of view at which entity despawns if alive. set to -1 to make infinite

beenOutsideViewfalse

in order to respawn, this must be set to true. It is set to true when the spawn co-ordinates of the entity surpass both the despawn and respawn range.

inWater0
bubbleTimer-1 (*)
xspeed0
yspeed0
grav0 (*)
groundtrue
blockCollision0 (*)

should the movement scripts block this object's movement at walls? If false, this object will be able to phase through walls.

dieToSpikesfalse
sinkin1
xcoll0
ycoll0
epIsOnPlat0
itemDrop0

This object will be spawned once the entity dies

stopOnFlashtrue
iceTimer0

is iced (frozen cold), and how much remaining time to spend iced

canIcefalse (*)

is it possible to ice this object (usually doesn't matter if canHit is false)

invinciblefalse

set this to true to make this enemy invincible no matter what

sparkleTimer0
doesTransitiontrue

carries mega man through transitions

isSolid1 (*)

do other entities see this entity as a solid (i.e. a moving platform).

0: not solid. 1: fully solid. 2: top-solid.

fnsolid0

if set to true, will only be solid to entities of faction that it is friendly towards.

set it to 2 for the opposite

spawned-1

parameter for spawn event; -1 indicates never spawned

deadTimer0
targetnoone

the enemy object this entity currently sees as its primary target. Useful for programming any kind of enemy AI which responds to the player.

behaviourType0

The strategy the enemy should use to pick which player to target

0: generic

1: always nearest

2: switch every few seconds

3: custom

4: pick once, never switch

facePlayerOnSpawnfalse

facePlayerfalse

specialDamageValuesTotal0

* value is modified from the default for prtEntity.

variable names in bold are safe to set in creation code.