| Name | Value | Description |
|---|---|---|
| tag | "" | what other tackle fire dispensers refer to this as |
| dstTag | "" | the tackle fire dispenser that the tackle fires emitted should go to |
| startFull | false | "full" means that tackle fires are within. |
| tackleFireInterval | 8 | time between fires in a volley |
| tackleFireFlightTime | 48 | time it takes for fires to reach destination |
| tackleFireWarmupTime | 60 | time it takes for fires to launch after last fire arrives. |
| dispenseOffScreen | false | if this is set to true, timer will increment and can dispense even if off-screen (do not set the respawnRange / despawnRange |
| destination | noone | |
| timer | 0 | |
| spawnTimer | -1 | |
| tackleFireN | 0 | |
| nComplete | 0 |
variable names in bold are safe to set in creation code.
| Name | Value | Description |
|---|---|---|
| frozen | 0 | |
| boss | 0 | boolean, is it a boss |
| faction | 3 | Used for entities colliding with each other |
| healthpointsStart | 1 | the amount of damage that must be dealt to the Entity before it dies. |
| healthpoints | healthpointsStart | |
| contactDamage | 0 | the amount of damage the Entity does to the player on collision. |
| canHit | false (*) | Boolean. If false, the entity won't take damage. |
| canDamage | true | If false, the entity won't deal damage |
| isTargetable | true | If false this object will be ignored by the targeting system |
| spawnEnabled | true | if this is false, object will never spawn, but will remain dead instead. |
| pierces | 2 | 0: destroyed when hits. 1: destroyed unless kills. 2: never destroyed |
| penetrate | 0 | 0: reflectable. 1: not reflectable, but no damage. 2: bypasses shields |
| attackDelay | 0 | |
| category | "" | |
| hitTimer | 0 | counts how long it has been since the last time it took damage |
| iFrames | 0 | |
| ignoreBullet | 0 | special case for ignoring a bullet when reflecting it (thunder beam) |
| killOverride | true | special case for special kill effects ala BHB or Tornado Blow |
| hitterID | 0 | the ID of the object that last hit this entity |
| respawn | true | 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. |
| dead | false | |
| shiftVisible | false (*) | Notes for objTackleFireDispenser:
looks prettier if this is true, but more accurate if false |
| noFlicker | false | 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 |
| beenOutsideView | false | 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. |
| inWater | 0 | |
| bubbleTimer | -1 (*) | |
| xspeed | 0 | |
| yspeed | 0 | |
| grav | 0 (*) | |
| ground | true | |
| blockCollision | false (*) | should the movement scripts block this object's movement at walls? If false, this object will be able to phase through walls. |
| dieToSpikes | false | |
| sinkin | 1 | |
| xcoll | 0 | |
| ycoll | 0 | |
| epIsOnPlat | 0 | |
| itemDrop | 0 | This object will be spawned once the entity dies |
| stopOnFlash | true | |
| iceTimer | 0 | is iced (frozen cold), and how much remaining time to spend iced |
| canIce | true | is it possible to ice this object (usually doesn't matter if canHit is false) |
| invincible | false | set this to true to make this enemy invincible no matter what |
| sparkleTimer | 0 | |
| doesTransition | true | carries mega man through transitions |
| isSolid | true (*) | do other entities see this entity as a solid (i.e. a moving platform). 0: not solid. 1: fully solid. 2: top-solid. |
| fnsolid | 0 | 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 |
| deadTimer | 0 | |
| target | noone | the enemy object this entity currently sees as its primary target. Useful for programming any kind of enemy AI which responds to the player. |
| behaviourType | 0 | 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 |
| facePlayerOnSpawn | false | |
| facePlayer | false | |
| specialDamageValuesTotal | 0 |
* value is modified from the default for prtEntity.
variable names in bold are safe to set in creation code.