StoneHead

sprStoneheadPreview

Origin

Mega Man 9

HP

15

Contact Damage

4

objStoneHead

objects / Minibosses / MM9 / objStoneHead
prtEntity > prtMiniBoss > objStoneHead

Description

A big rolling boulder, it must be placed over [objSHBoulder](objSHBoulder.html), he will begin his pattern shaking the rocks,

causing them to fall randomly(the first rock always falls over megaman).

Whe it's rolling it will track solids

Note: see objSHBoulder for more info

Variables

NameValueDescription
SPEED3.7

Rolling speed, if too fast he might miss the ground and just keep his momentum

_groundDir270

Ground direction

dropInterval16

Interval between drops

prevDrop-1

Don't change any of these

repeatedCounter0
_velX0
_velY0
_prevCollisiontrue
dropCount0
dropMax11
_dirimage_xscale
init1
cooldownTimer0
phase0
messedUpfalse
nextPosOffset0
currentBouldernoone
moveCount0
boulderStartnoone
boulderEndnoone

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

Inherited from prtMiniBoss

NameValueDescription
doesIntrofalse (*)
lockTransitiontrue
rescursiveExplosionfalse (*)

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

killedfalse
introSpritesprStoneHead (*)

Notes for objStoneHead:

Creation code (all optional):

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

healthpointsStart15 (*)

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"bulky, rocky" (*)
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
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
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.