TackleFireDispenser

sprTackleFireDispenser

Origin

Mega Man 10

objTackleFireDispenser

objects / Gimmicks / MM10 / objTackleFireDispenser
prtEntity > objTackleFireDispenser

Description

Variables

NameValueDescription
tag""

what other tackle fire dispensers refer to this as

dstTag""

the tackle fire dispenser that the tackle fires emitted should go to

startFullfalse

"full" means that tackle fires are within.

tackleFireInterval8

time between fires in a volley

tackleFireFlightTime48

time it takes for fires to reach destination

tackleFireWarmupTime60

time it takes for fires to launch after last fire arrives.

dispenseOffScreenfalse

if this is set to true, timer will increment and can dispense even if off-screen

(do not set the respawnRange / despawnRange

destinationnoone
timer0
spawnTimer-1
tackleFireN0
nComplete0

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
shiftVisiblefalse (*)

Notes for objTackleFireDispenser:

looks prettier if this is true, but more accurate if false

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

Notes for objTackleFireDispenser:

-- use dispenseOffScreen instead

despawnRange-1 (*)

distance beyond edge of view at which entity despawns if alive. set to -1 to make infinite

Notes for objTackleFireDispenser:

-- use dispenseOffScreen instead

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
bubbleTimer-1 (*)
xspeed0
yspeed0
grav0 (*)
groundtrue
blockCollisionfalse (*)

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

isSolidtrue (*)

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.