SparkMan

sprSparkman

Origin

Mega Man 3

HP

28

Contact Damage

4

objSparkMan

objects / Bosses / MM3 / objSparkMan
prtEntity > prtBoss > objSparkMan

Description

Variables

NameValueDescription
xOff0
attackTimer0
hasTriggeredFallfalse
bossTriggeredtrue
delayUsefalse
attackTimerMax145
phase0
jumpY-5.5
setX48
hasFiredfalse
shotsFired0
drawLSparkfalse

Inherited from prtBoss

NameValueDescription
blockCollisionStartnoone
gravStart0
activefalse

intro stuff

startIntrofalse
isIntrofalse
startFight0
isFightfalse
wasKilledfalse
music"Mega_Man_3.nsf" (*)

BOSS SETTINGS !

Notes for objSparkMan:

Music

musicType"VGM"
musicTrackNumber12 (*)
musicVolume0.8
musicLooptrue
musicLoopSecondsStart8.825
musicLoopSecondsEnd61.575
elementName""
elementScriptscrNoEffect
elementCode""
introType0 (*)
introFade0
cutsceneTimer0
cutsceneScript""
quickSpawnfalse

If true, it will spawn as a regular enemy

destroyOnDeathtrue
doPlayerExplosiontrue

If true it will use the same death effect as the player

dieToPitstrue
useEndStageBehaviortrue
lockTransitionstrue
hitInvun45
forceSpreadSettingsfalse
_init1
drawBossfalse

Should we be visible? (Can't use the 'visible' variable as this prevents the Draw event from executing)

rememberDepthdepth

for the MM6 intro fade to go under the health bar.

maxFanOutDistance80
drawHealthBarfalse

healthbar bs

canFillHealthBartrue
fillingHealthBarfalse
healthBarTimer0

timer for fillup

healthBarTimerMax30

how long will the boss wait between finishing intro and filling healthbar?

healthBarTimerSpeed1

basically health per frame

healthBarTimerSpeedExtra0.25
healthBarColorSkip1
manualColorsfalse
healthBarHealth0
healthIndex-1

If a boss shares a healthbar with another boss set it manually from the create event to the same value(check gemini man or rounder v2 for more details on how to share healthbars)

healthParent-1
syncIFramesfalse
shareMode0
musicStore""

Music storage for restarting it after death

musicTypeStore""
musicLoopStartStore0
musicLoopEndStore1
musicLoopStore0
musicVolumeStore0.8
musicTrackNumberStore0
customPosetrue (*)

if this is true, boss performs own pre-fight posing animation.

introLockfalse
visible0

* value is modified from the default for prtBoss.

Inherited from prtEntity

NameValueDescription
frozen0
boss1 (*)

boolean, is it a boss

Notes for prtBoss:

used for some prtEntity control stuff

faction3

Used for entities colliding with each other

healthpointsStart28 (*)

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""
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.

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
grav0.24 (*)
groundfalse (*)
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
itemDropnoone (*)

This object will be spawned once the entity dies

stopOnFlashfalse (*)
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 prtBoss:

by default, should not be able to freeze bosses

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.

behaviourType2 (*)

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

facePlayerOnSpawntrue (*)

Notes for prtBoss:

Generic stuff

facePlayerfalse

specialDamageValuesTotal0

* value is modified from the default for prtEntity.

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