Octobulb
Mandatory creation code: myFlag: the id of the switch handler, wich is activated by other
objects, such as sheepman conveyors.
You might need octobulb yoku blocks.
The switch handler will be set to binary automatically
You can optionally change maxEnergy.
Name | Value | Description |
---|---|---|
myFlag | 0 | flag of the switch handler |
useRails | false | weather its sparks use the rail system |
body | instance_create(x, y, prtAlwaysActive) | |
xstart | x | |
lockID | 0 | |
phase | 0 | Intro |
timer | -1 | |
jellyfishTimer | 0 | |
activeTimer | 0 | |
energy | 0 | |
expectedEnergy | 0 | |
maxEnergy | -1 | How much energy it needs to be fully charged? default: 120 |
anim | 0 | |
animFrame | -1 | |
animSpeed | 0 | |
animTimer | -1 |
variable names in bold are safe to set in creation code.
Name | Value | Description |
---|---|---|
doesIntro | false (*) | |
lockTransition | true | |
rescursiveExplosion | true | Use this to set whether or not an explosion chain follows death. |
killed | false | |
introSprite | sprHotDogTeleport | |
introTimer | 288 + 15 | 288 is the height above, 15 is the extra frames for teleporting in. |
_init | 1 | |
xplX | -100 | |
xplY | -100 |
* value is modified from the default for prtMiniBoss.
Name | Value | Description |
---|---|---|
frozen | 0 | |
boss | 0 | boolean, is it a boss |
faction | 3 | Used for entities colliding with each other |
healthpointsStart | 20 (*) | the amount of damage that must be dealt to the Entity before it dies. |
healthpoints | 20 (*) | |
contactDamage | 4 (*) | the amount of damage the Entity does to the player on collision. |
canHit | false (*) | Boolean. If false, the entity won't take damage. Notes for objOctobulb:
Entity setup |
canDamage | false (*) | 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 | "bulky, nature" (*) | |
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 | 0 | |
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 (*) | |
ground | true | |
blockCollision | false (*) | 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 | -1 (*) | 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 | false (*) | 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 |
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.