QuickLaserSpawner

sprQuickLaserSpawner

Origin

Mega Man 2

objQuickLaserSpawner

objects / Gimmicks / MM2 / objQuickLaserSpawner
prtEntity > objQuickLaserSpawner

Description

Variables

NameValueDescription
xOffset0
yOffset0
useRailsfalse

if true it the spawner will detect rails

sprite-1

sets the sprite for the laser that's fired.

imageSpeed-1

sets how fast the laser sprite animates

delay30

How many frames until the laser fires.

extendSpeed4

How fast the laser travels.

variation1

0 = damage, 1 = drain

damage9999

How much damage the laser does. (Does nothing unless variation is 0 (damage))

drainCooldown4

How many frames until the laser drains another life point. (Does nothing unless the variation is 1 (drain))

rotateSpeed0

How fast the laser rotates.

rotateStartDir0

Which direction the laser starts rotating first.

rotateStartRange0

The lowest part of the range the laser can rotate in.

rotateEndRange0

The highest part of the range the laser can rotate in.

rotateAccel0.2

How fast the laser slows down / speeds back up upon reaching an edge of the rotate range.

rotatePause20

How long the laser waits after reaching an edge of the rotate range before moving again.

pixelPrecisefalse

Whether the laser's individual pixels can be stopped separately or not. WARNING: VERY CPU INTENSIVE!! This WILL cause lag, and it WILL be your fault if your stage lags because of it!!!!

doSFXtrue

If the spawner plays the shooting sound when spawning the laser or not.

init1
phase1
timer0
startingRotateSpeed0
currentRotateSpeed0
rotateDir1
startAngle0
rotateStartRangeTurn0
rotateEndRangeTurn0
myLasersds_list_create()

variable names in bold are safe to set in creation code.

Inherited from prtEntity

NameValueDescription
frozen0
boss0

boolean, is it a boss

faction3

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)

killOverridetrue

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.

respawnRange-1 (*)

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
blockCollisiontrue

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
itemDrop0

This object will be spawned once the entity dies

stopOnFlashtrue
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.