Using Uranus:
Uranus' room needs to be built out of single blocks in order to work. Otherwise he'll pick up segments of the boss room and throw those rather than the pieces he's supposed to. The hitbox doesn't change with this, so you wouldn't
be making the boss harder, it'd just look stupid.
Additionally, Uranus will not work properly if his room isn't perfectly flat. Sorry. No funky cielings.
See the devkit example for his placement in order to see that you can make perfectly pretty rooms for Uranus to wreck, it just needs to be flat!
Name | Value | Description |
---|---|---|
xOff | 0 | |
attackTimer | 0 | |
hasTriggeredFall | false | |
shakeTimer | 0 | |
attackTimerMax | 145 | |
phase | 0 | |
jumpY | -4.5 | |
setX | 0 | |
delay | 0 | |
hasFired | false | |
shotsFired | 0 | |
myBlock | noone |
Name | Value | Description |
---|---|---|
blockCollisionStart | noone | |
gravStart | 0 | |
active | false | intro stuff |
startIntro | false | |
isIntro | false | |
startFight | 0 | |
isFight | false | |
wasKilled | false | |
music | "Mega_Man_5GB.gbs" (*) | BOSS SETTINGS ! Notes for objUranus:
Music |
musicType | "VGM" | |
musicTrackNumber | 6 (*) | |
musicVolume | 0.8 | |
musicLoop | true | |
musicLoopSecondsStart | 8.825 | |
musicLoopSecondsEnd | 61.575 | |
elementName | "" | |
elementScript | scrNoEffect | |
elementCode | "" | |
introType | 0 (*) | |
introFade | 0 | |
cutsceneTimer | 0 | |
cutsceneScript | "" | |
quickSpawn | false | If true, it will spawn as a regular enemy |
destroyOnDeath | true | |
doPlayerExplosion | true | If true it will use the same death effect as the player |
dieToPits | true | |
useEndStageBehavior | true | |
lockTransitions | true | |
hitInvun | 45 | |
forceSpreadSettings | false | |
_init | 1 | |
drawBoss | false | Should we be visible? (Can't use the 'visible' variable as this prevents the Draw event from executing) |
rememberDepth | depth | for the MM6 intro fade to go under the health bar. |
maxFanOutDistance | 80 | |
drawHealthBar | false | healthbar bs |
canFillHealthBar | true | |
fillingHealthBar | false | |
healthBarTimer | 0 | timer for fillup |
healthBarTimerMax | 30 | how long will the boss wait between finishing intro and filling healthbar? |
healthBarTimerSpeed | 1 | basically health per frame |
healthBarTimerSpeedExtra | 0.25 | |
healthBarColorSkip | 1 | |
manualColors | false | |
healthBarHealth | 0 | |
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 | |
syncIFrames | false | |
shareMode | 0 | |
musicStore | "" | Music storage for restarting it after death |
musicTypeStore | "" | |
musicLoopStartStore | 0 | |
musicLoopEndStore | 1 | |
musicLoopStore | 0 | |
musicVolumeStore | 0.8 | |
musicTrackNumberStore | 0 | |
customPose | true (*) | if this is true, boss performs own pre-fight posing animation. |
introLock | false | |
visible | 0 |
* value is modified from the default for prtBoss.
Name | Value | Description |
---|---|---|
frozen | 0 | |
boss | 1 (*) | boolean, is it a boss Notes for prtBoss:
used for some prtEntity control stuff |
faction | 3 | Used for entities colliding with each other |
healthpointsStart | 28 (*) | the amount of damage that must be dealt to the Entity before it dies. |
healthpoints | healthpointsStart | |
contactDamage | 4 (*) | the amount of damage the Entity does to the player on collision. |
canHit | true | 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 | false (*) | 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 | 0 | |
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 |
despawnRange | -1 (*) | distance beyond edge of view at which entity despawns if alive. set to -1 to make infinite |
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 | 0 | |
xspeed | 0 | |
yspeed | 0 | |
grav | 0.25 | |
ground | false (*) | |
blockCollision | true | 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 | noone (*) | This object will be spawned once the entity dies |
stopOnFlash | false (*) | |
iceTimer | 0 | is iced (frozen cold), and how much remaining time to spend iced |
canIce | false (*) | 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 |
invincible | false | set this to true to make this enemy invincible no matter what |
sparkleTimer | 0 | |
doesTransition | true | carries mega man through transitions |
isSolid | 0 | 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 | 2 (*) | 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 | true (*) | Notes for prtBoss:
Generic stuff |
facePlayer | false | |
specialDamageValuesTotal | 0 |
* value is modified from the default for prtEntity.
variable names in bold are safe to set in creation code.