Megaman

sprMegaman

objMegaman

objects / Don't Use / Player / objMegaman
prtEntity > objMegaman

Description

Variables

NameValueDescription
playerID0

co-op variables:

costumeID0
fanoutDistance0
gravfactor1
gravWater0.38 * grav

The player's gravity in water

gravDir1
jumpSpeed4.75 + grav * 2

Dunno why grav needs to be multiplied by 2, but MM jumps as high as in MM5 when doing so

jumpSpeedWater0.1
walkSpeed1.3

walkSpeed = 1.296875;

oilWalk0.3
maxVspeed7
premaskmask_index
stepSpeed1 / 7
stepFrames7
iceDec0.025

The deceleration on ice when not holding any buttons

iceDecWalk0.05

The deceleration on ice when moving in the opposite direction

slideSpeed2.5
slideFrames26
climbSpeed1.3

climbSpeed = 1.296875; //Official value of MM3

hitTime32

The amount of frames you experience knockback after getting hit

hitLockfalse
climbLockfalse
shootStandStillLockfalse
slideLockfalse
icedLockfalse
slideChargeLockfalse
teleportLockfalse
shockLockfalse
xDir0
yDir0
prevXScaleimage_xscale
isStepfalse
stepTimer0
canMinJumpfalse
climbShootXscale1
isShootfalse
shootTimer0
isSlidefalse
slideTimer0
firstSlideMaskmskMegamanSlide
secondSlideMaskmskMegamanSlide2
isHitfalse
isShockedfalse

had to resort to this ~dracmeister

shockedTime0

for how long?

isChargefalse
chargeTimer0
initChargeTimer0

The timer for when to start charging after exiting the shooting animation

climbingfalse
climbSpriteTimer0
quickWeaponScrollTimer25
teleportingfalse
showDuringReadyfalse
showReadyfalse
readyTimer0
teleportTimer0
teleportImg0
playLandSoundtrue

Should we play the landing SFX when colliding with a floor? (Disabled on ladders, for example)

blinkTimer0

Timer for MM's blinking animation when standing still

blinkTimerMax120
blinkImage0

0 for no blinking, 1 for blinking

blinkDuration8

The amount of frames the blinking lasts

drawWeaponIconfalse

Whether or not we should draw the weapon icon above our head (used when using quick weapon switching)

deathByPitfalse

Did we die by falling in a bottomless pit?

dieToPittrue
statusObjectnoone
statusSlidingtrue
plt0
isFrozen0
freezeTimer0
vehiclenoone

vehicle: the instance of a vehicle mega man

is embarked in.

deathTimer-1
viewPlayer1

Camera

jumpCounter0

Jump Counter

jumpCounterMax1

If you want multiple jumps then increase this

dashSlidefalse

Dash enabled?

dashJumpedfalse
multiJumpDashCanceltrue

controls whether dash momentum is removed after multiple jumps.

contactDamageMultiplier1

you can increase this to multiply the amount of damage mega man takes from a certain object.

spriteX0

Animation Initiation

spriteY0
animNameID0
spriteLoopStart0
spriteLoopEnd1
spriteLoopSpeed1
spriteLoopID0
spriteLoopPoint0
animSpinOffset0
animSpinTurn1
paletteRefresh0

Inherited from prtEntity

NameValueDescription
frozen0
boss0

boolean, is it a boss

faction1 (*)

Used for entities colliding with each other

healthpointsStart1

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.

canHitfalse (*)

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
shiftVisible2 (*)
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
grav0.25

Notes for objMegaman:

The player's gravity

groundtrue
blockCollisiontrue

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

dieToSpikestrue (*)
sinkin1
xcoll0
ycoll0
epIsOnPlat0
itemDrop0

This object will be spawned once the entity dies

stopOnFlash0 (*)
iceTimer0

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

canIcetrue

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

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.