Name | Value | Description |
---|---|---|
behaviour | "wander" | behaviours |
avoidsPits | true | |
jumps_pits | true | |
ignores_pits | false | |
move_speed | noone | gets defaulted in step code on first frame |
jump_speed | -4.8 | the speed they jump up with |
walk_sprite | sprNPCKnightmanWalk | sets the sprite that's used for their walking animation (default is the same as the idle animation) |
jump_sprite | sprNPCKnightmanJump | sets the sprite that's use for their jumping animation (default is the same as the idle animation) |
walk_start | 0 | the starting frame of their walking animation |
walk_end | sprite_get_number(walk_sprite) - walk_start | the ending frame of their walking animation |
walk_speed | idle_speed | the speed of the walk animation |
jump_start | 0 | the only frame for their jump animation (can't have it animated) |
only_jumps | false | |
mode | 0 | private: |
mode_timer | 0 | |
mode_timer_end | 0 |
variable names in bold are safe to set in creation code.
Name | Value | Description |
---|---|---|
active | false | |
name | 'Knight Man' (*) | sets the name in their dialogue box Notes for objNPCMobile:
Same as objNPC but in motion option[0-4] = "string here" (sets the option you can choose, anywhere between 1 to 5) option_text[0-4] = "string here" (sets the text they will say after choosing this option) |
name_color | c_white | sets the color of the name in their dialogue box |
text | 'I have nothing to say.' | sets the text in their dialogue box |
mugshot_sprite | sprMugshots | sets the sprite used for the mugshot in the dialogue box |
mugshot_start | 0 | the starting frame of the mugshot animation |
mugshot_end | 0 | the ending frame of the mugshot animation |
mugshot_speed | 0 | the speed of the mugshot animation |
idle_sprite | sprNPCKnightmanIdle (*) | sets the sprite they use for their idle animation) (becomes the default of all of the other animations if the rest aren't set Notes for objNPCMobile:
animation: |
idle_start | 0 | the starting frame of their idle animation |
idle_end | sprite_get_number(idle_sprite) - idle_start | the ending frame of their idle animation |
idle_speed | 0.1 | the speed of the idle animation |
talk_sprite | idle_sprite (*) | sets the sprite of their talking animation (default is the same as the idle animation) |
talk_start | 0 | the starting frame of their talking animation |
talk_end | sprite_get_number(talk_sprite) - talk_start | the ending frame of their talking animation |
talk_speed | idle_speed | the speed of the talk animation |
mask | maskNPC | sets the mask used for collision (default: knight man) |
standardPhysics | false (*) | |
talk_distance | 12 | distance ahead that mega man checks when pressing up to talk |
face_player | false | constantly turns to face the player as the player moves around |
face_player_distance | 8 | even if face_player is true, will not turn to face if player is closer than this |
face_player_on_talk | true | if true, turns towards the player when talked to, and returns to previous direction when done [unless face_player is true] |
script_on_talk_start | 0 | script to execute when talked to |
script_on_talk_end | 0 | script to execute when finished talking |
code_on_talk_start | "" | code to execute when talked to |
code_on_talk_end | "" | code to execute when finished talking |
_prev_direction | 1 | private: |
prev_index | 0 | Used for mugshots |
option_chosen | -1 | |
option_spoken | false | |
_im | 0 | |
showarrow | 0 | |
npcID | id |
* value is modified from the default for objNPC.
variable names in bold are safe to set in creation code.
Name | Value | Description |
---|---|---|
frozen | 0 | |
boss | 0 | boolean, is it a boss |
faction | 3 | 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 | true | 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 | 0 | |
noFlicker | false | If set to true, depth modulating will be disabled for this object. |
respawnRange | -1 (*) | distance beyond edge of view at which entity spawns if dead. Set to -1 to make infinite |
despawnRange | 700000 (*) | 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 | |
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 | false | |
sinkin | 1 | |
xcoll | 0 | |
ycoll | 0 | |
epIsOnPlat | 0 | |
itemDrop | 0 | This object will be spawned once the entity dies |
stopOnFlash | true | |
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.