| 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.