OctoperOA

sprOctoperOA

Origin

Mega Man 5

HP

20

Contact Damage

4

objOctoperOA

objects / Minibosses / MM5 / objOctoperOA
prtEntity > prtMiniBoss > objOctoperOA

Description

Variables

NameValueDescription
dirimage_xscale

Enemy specific code

moveDelay0
yOffset80
yOffsetMax80
turnRoundLeft0

AI and animation variables

turnRoundRight0
delay0
xscaleStorage0
imageTimer1
leftStuckfalse
rightStucktrue
turnerTimerL0
turnerTimerR0
detectorLnoone
detectorRnoone
detectorMnoone
detectorXOffset56

store variable differences between octoper and octoboss, and any custom octoper parented off this one

detectorYOffset56
detectorMOffset72
detectorMXOffset56
spdY1
detectorMXScale7
detectorMYScale8
turnRoundLong128
turnRoundShort64

Inherited from prtMiniBoss

NameValueDescription
doesIntrofalse (*)
lockTransitiontrue
rescursiveExplosiontrue

Use this to set whether or not an explosion chain follows death.

killedfalse
introSpritesprHotDogTeleport
introTimer288 + 15

288 is the height above, 15 is the extra frames for teleporting in.

_init1
xplX-100
xplY-100

* value is modified from the default for prtMiniBoss.

Inherited from prtEntity

NameValueDescription
frozen0
boss0

boolean, is it a boss

faction3

Used for entities colliding with each other

healthpointsStart20 (*)

the amount of damage that must be dealt to the Entity before it dies.

healthpointshealthpointsStart
contactDamage4 (*)

the amount of damage the Entity does to the player on collision.

canHittrue

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"aquatic, bulky" (*)
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
shiftVisible0
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 (*)
groundtrue
blockCollision0 (*)

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

dieToSpikesfalse
sinkin1
xcoll0
ycoll0
epIsOnPlat0
itemDrop-1 (*)

This object will be spawned once the entity dies

stopOnFlashtrue
iceTimer0

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

canIcefalse (*)

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

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.

Descendents of objOctoperOA