Name | Value | Description |
---|---|---|
playerID | 0 | co-op variables: |
costumeID | 0 | |
fanoutDistance | 0 | |
gravfactor | 1 | |
gravWater | 0.38 * grav | The player's gravity in water |
gravDir | 1 | |
jumpSpeed | 4.75 + grav * 2 | Dunno why grav needs to be multiplied by 2, but MM jumps as high as in MM5 when doing so |
jumpSpeedWater | 0.1 | |
walkSpeed | 1.3 | walkSpeed = 1.296875; |
oilWalk | 0.3 | |
maxVspeed | 7 | |
premask | mask_index | |
stepSpeed | 1 / 7 | |
stepFrames | 7 | |
iceDec | 0.025 | The deceleration on ice when not holding any buttons |
iceDecWalk | 0.05 | The deceleration on ice when moving in the opposite direction |
slideSpeed | 2.5 | |
slideFrames | 26 | |
climbSpeed | 1.3 | climbSpeed = 1.296875; //Official value of MM3 |
hitTime | 32 | The amount of frames you experience knockback after getting hit |
hitLock | false | |
climbLock | false | |
shootStandStillLock | false | |
slideLock | false | |
icedLock | false | |
slideChargeLock | false | |
teleportLock | false | |
shockLock | false | |
xDir | 0 | |
yDir | 0 | |
prevXScale | image_xscale | |
isStep | false | |
stepTimer | 0 | |
canMinJump | false | |
climbShootXscale | 1 | |
isShoot | false | |
shootTimer | 0 | |
isSlide | false | |
slideTimer | 0 | |
firstSlideMask | mskMegamanSlide | |
secondSlideMask | mskMegamanSlide2 | |
isHit | false | |
isShocked | false | had to resort to this ~dracmeister |
shockedTime | 0 | for how long? |
isCharge | false | |
chargeTimer | 0 | |
initChargeTimer | 0 | The timer for when to start charging after exiting the shooting animation |
climbing | false | |
climbSpriteTimer | 0 | |
quickWeaponScrollTimer | 25 | |
teleporting | false | |
showDuringReady | false | |
showReady | false | |
readyTimer | 0 | |
teleportTimer | 0 | |
teleportImg | 0 | |
playLandSound | true | Should we play the landing SFX when colliding with a floor? (Disabled on ladders, for example) |
blinkTimer | 0 | Timer for MM's blinking animation when standing still |
blinkTimerMax | 120 | |
blinkImage | 0 | 0 for no blinking, 1 for blinking |
blinkDuration | 8 | The amount of frames the blinking lasts |
drawWeaponIcon | false | Whether or not we should draw the weapon icon above our head (used when using quick weapon switching) |
deathByPit | false | Did we die by falling in a bottomless pit? |
dieToPit | true | |
statusObject | noone | |
statusSliding | true | |
plt | 0 | |
isFrozen | 0 | |
freezeTimer | 0 | |
vehicle | noone | vehicle: the instance of a vehicle mega man is embarked in. |
deathTimer | -1 | |
viewPlayer | 1 | Camera |
jumpCounter | 0 | Jump Counter |
jumpCounterMax | 1 | If you want multiple jumps then increase this |
dashSlide | false | Dash enabled? |
dashJumped | false | |
multiJumpDashCancel | true | controls whether dash momentum is removed after multiple jumps. |
contactDamageMultiplier | 1 | you can increase this to multiply the amount of damage mega man takes from a certain object. |
spriteX | 0 | Animation Initiation |
spriteY | 0 | |
animNameID | 0 | |
spriteLoopStart | 0 | |
spriteLoopEnd | 1 | |
spriteLoopSpeed | 1 | |
spriteLoopID | 0 | |
spriteLoopPoint | 0 | |
animSpinOffset | 0 | |
animSpinTurn | 1 | |
paletteRefresh | 0 |
Name | Value | Description |
---|---|---|
frozen | 0 | |
boss | 0 | boolean, is it a boss |
faction | 1 (*) | Used for entities colliding with each other |
healthpointsStart | 1 | the amount of damage that must be dealt to the Entity before it dies. |
healthpoints | healthpointsStart | |
contactDamage | 0 | the amount of damage the Entity does to the player on collision. |
canHit | false (*) | Boolean. If false, the entity won't take damage. |
canDamage | true | If false, the entity won't deal damage |
isTargetable | true | If false this object will be ignored by the targeting system |
spawnEnabled | true | if this is false, object will never spawn, but will remain dead instead. |
pierces | 2 | 0: destroyed when hits. 1: destroyed unless kills. 2: never destroyed |
penetrate | 0 | 0: reflectable. 1: not reflectable, but no damage. 2: bypasses shields |
attackDelay | 0 | |
category | "" | |
hitTimer | 0 | counts how long it has been since the last time it took damage |
iFrames | 0 | |
ignoreBullet | 0 | special case for ignoring a bullet when reflecting it (thunder beam) |
killOverride | false (*) | special case for special kill effects ala BHB or Tornado Blow |
hitterID | 0 | the ID of the object that last hit this entity |
respawn | true | 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. |
dead | false | |
shiftVisible | 2 (*) | |
noFlicker | false | If set to true, depth modulating will be disabled for this object. |
respawnRange | 4 | 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 |
beenOutsideView | false | 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. |
inWater | 0 | |
bubbleTimer | 0 | |
xspeed | 0 | |
yspeed | 0 | |
grav | 0.25 | Notes for objMegaman:
The player's gravity |
ground | true | |
blockCollision | true | should the movement scripts block this object's movement at walls? If false, this object will be able to phase through walls. |
dieToSpikes | true (*) | |
sinkin | 1 | |
xcoll | 0 | |
ycoll | 0 | |
epIsOnPlat | 0 | |
itemDrop | 0 | This object will be spawned once the entity dies |
stopOnFlash | 0 (*) | |
iceTimer | 0 | is iced (frozen cold), and how much remaining time to spend iced |
canIce | true | is it possible to ice this object (usually doesn't matter if canHit is false) |
invincible | false | set this to true to make this enemy invincible no matter what |
sparkleTimer | 0 | |
doesTransition | true | carries mega man through transitions |
isSolid | 0 | do other entities see this entity as a solid (i.e. a moving platform). 0: not solid. 1: fully solid. 2: top-solid. |
fnsolid | 0 | 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 |
deadTimer | 0 | |
target | noone | the enemy object this entity currently sees as its primary target. Useful for programming any kind of enemy AI which responds to the player. |
behaviourType | 0 | 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 |
facePlayerOnSpawn | false | |
facePlayer | false | |
specialDamageValuesTotal | 0 |
* value is modified from the default for prtEntity.
variable names in bold are safe to set in creation code.