KnuckleDuster

sprKnuckleDuster

Origin

Rockman & Forte: Challenger From the Future

HP

24

Contact Damage

6

objKnuckleDuster

objects / Minibosses / CFTF / objKnuckleDuster
prtEntity > prtMiniBoss > objKnuckleDuster

Description

Creation code (all optional): this mini boss requires additional objects to be placed in order for it to work. placing the objKnuckleDusterPlatform itself will work just fine, but for some added fun, here are a few options.

Variables

NameValueDescription
phase0
attackTimer0
attackTimerMax8
animTimer0
setY0
shotsFired1
nearInstnoone
grabbedObjectfalse
storeSpritesprKnuckleDusterPlatform
storeXOffset0
storeYOffset0
storeXScale1
storeYScale1
storeImageIndex0
reactTriggerfalse
lastLocationX-1
lastLocationY-1
spd2
findMegamanfalse
chaseMegamantrue
restoreObjectstrue

Inherited from prtMiniBoss

NameValueDescription
doesIntrofalse (*)
lockTransitiontrue
rescursiveExplosiontrue

Use this to set whether or not an explosion chain follows death.

killedfalse
introSpritesprHotDogTeleport
introTimer288 + 15

288 is the height above, 15 is the extra frames for teleporting in.

_init1
xplX-100
xplY-100

* value is modified from the default for prtMiniBoss.

Inherited from prtEntity

NameValueDescription
frozen0
boss0

boolean, is it a boss

faction3

Used for entities colliding with each other

healthpointsStart24 (*)

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

healthpointshealthpointsStart
contactDamage6 (*)

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""
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
shiftVisible0
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

despawnRange-1 (*)

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
bubbleTimer0
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
itemDrop-1 (*)

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)

Notes for prtMiniBoss:

Shouldn't be able to freeze minibosses

invinciblefalse

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

sparkleTimer0
doesTransitiontrue

carries mega man through transitions

isSolid0

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.