User:Glaber/Mystic Realm soc
The Soc
Notice, to get the Soc in proper format, copy the contents of this page in its edit window.
- Object configuration. Here is where the "OC" of "SOC" comes in. Kinda hard to read, really.
- Master emerald. No Hyper Sonic for you. Take THAT, n00bs! However, you can stand on it now.
Thing 241 RADIUS = 1572864 HEIGHT = 6291456 FLAGS = 578
Frame 1305
Action A_SetObjectFlags2 var1 = 8388608 var2 = 2
- Custom bosses. SOC by Prime. Thanks to AJ for putting up with the harassment.
- This section is pretty much impossible to read without using the SOC editor.
- MT_Spark_Mortar
Thing 317 MAPTHINGNUM = -1 SPAWNSTATE = 1363 SPAWNHEALTH = 1000 SEESTATE = 0 SEESOUND = 10 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 1362 DEATHSOUND = 0 XDEATHSTATE = 0 SPEED = 1310720 RADIUS = 786432 HEIGHT = 524288 MASS = 100 DAMAGE = 20 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 2147549712
- MT_Spark_Debris
Thing 246 MAPTHINGNUM = -1 SPAWNSTATE = 1361 SPAWNHEALTH = 1000 SEESTATE = 0 SEESOUND = 22 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 1352 DEATHSOUND = 115 XDEATHSTATE = 0 SPEED = 3932160 RADIUS = 1048576 HEIGHT = 1572864 MASS = 100 DAMAGE = 1 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 66064
- MT_eggmobile3
- Egg Fighter. Boss of Aerial Garden and Prismatic Angel.
Thing 247 MAPTHINGNUM = 90 SPAWNSTATE = 1401 SPAWNHEALTH = 8 SEESTATE = 1401 SEESOUND = 0 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 1409 PAINCHANCE = 71 PAINSOUND = 12 MELEESTATE = 1404 MISSILESTATE = 1402 DEATHSTATE = 1410 DEATHSOUND = 28 XDEATHSTATE = 1424 SPEED = 5 RADIUS = 1572864 HEIGHT = 3145728 MASS = 0 DAMAGE = 3 ACTIVESOUND = 26 RAISESTATE = 1407 FLAGS = 17029
- MT_Superturretfire
Thing 248 MAPTHINGNUM = -1 SPAWNSTATE = 1430 SPAWNHEALTH = 1000 SEESTATE = 0 SEESOUND = 0 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 1431 DEATHSOUND = 116 XDEATHSTATE = 0 SPEED = 8000000 RADIUS = 786432 HEIGHT = 1572864 MASS = 100 DAMAGE = 1 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 66064
- MT_FinalBoss
- Egg Crystal. Boss of Mystic Realm Zone.
Thing 249 MAPTHINGNUM = 91 SPAWNSTATE = 1401 SPAWNHEALTH = 12 SEESTATE = 1401 SEESOUND = 0 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 1455 PAINCHANCE = 71 PAINSOUND = 12 MELEESTATE = 1449 MISSILESTATE = 1441 DEATHSTATE = 1410 DEATHSOUND = 28 XDEATHSTATE = 1424 SPEED = 7 RADIUS = 1572864 HEIGHT = 3145728 MASS = 0 DAMAGE = 3 ACTIVESOUND = 26 RAISESTATE = 1453 FLAGS = 17029
- MT_Weapons_Crystal
Thing 250 MAPTHINGNUM = -1 SPAWNSTATE = 1458 SPAWNHEALTH = 1000 SEESTATE = 0 SEESOUND = 0 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 314 DEATHSOUND = 0 XDEATHSTATE = 0 SPEED = 655360 RADIUS = 786432 HEIGHT = 2393489 MASS = 100 DAMAGE = 1 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 2147484160
- MT_Crystal_Rocket
Thing 251 MAPTHINGNUM = -1 SPAWNSTATE = 1463 SPAWNHEALTH = 1000 SEESTATE = 1463 SEESOUND = 10 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 0 DEATHSOUND = 11 XDEATHSTATE = 0 SPEED = 1610720 RADIUS = 720896 HEIGHT = 524288 MASS = 100 DAMAGE = 20 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 2147549712
- MT_RailShot
Thing 252 MAPTHINGNUM = -1 SPAWNSTATE = 1465 SPAWNHEALTH = 1000 SEESTATE = 0 SEESOUND = 27 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 266 DEATHSOUND = 23 XDEATHSTATE = 0 SPEED = 3932160 RADIUS = 1048576 HEIGHT = 1572864 MASS = 100 DAMAGE = 1 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 66064
- <Prime 2.0>
- Since having the crystal itself shoot(and renew its target) would make it change its
- position, instead I had it spawn something that would shoot for it, thus preserving the
- rotational cycle around eggman.
- MT_CrystalBuffer
Thing 253 MAPTHINGNUM = -1 SPAWNSTATE = 1469 SPAWNHEALTH = 1000 SEESTATE = 0 SEESOUND = 0 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 0 DEATHSOUND = 0 XDEATHSTATE = 0 SPEED = 8 RADIUS = 65536 HEIGHT = 65536 MASS = 16 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 2181042712
- <Prime 2.0>
- And here is the jetfume for the rocket.
- MT_RocketFume
Thing 254 MAPTHINGNUM = -1 SPAWNSTATE = 1466 SPAWNHEALTH = 1000 SEESTATE = 0 SEESOUND = 0 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 0 DEATHSOUND = 0 XDEATHSTATE = 0 SPEED = 1 RADIUS = 262144 HEIGHT = 262144 MASS = 4 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 2147488272
- <Prime 2.0>
- I decided to do a bit of a re-write of the spark morter SFX. So rather than having some
- 25 states to make a full cycle of spawning the sparks and alternating between sprites,
- I it spawn an object that does the spawning for it(while cape chasing) so that it only
- has to do the sprite alternations. Which is nice. Very nice.
- MT_MortarSparkness
Thing 255 MAPTHINGNUM = -1 SPAWNSTATE = 1368 SPAWNHEALTH = 1000 SEESTATE = 0 SEESOUND = 0 REACTIONTIME = 8 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 0 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 0 DEATHSOUND = 0 XDEATHSTATE = 0 SPEED = 8 RADIUS = 65536 HEIGHT = 65536 MASS = 16 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 2181042712
- Black Crawla
Thing 256 MAPTHINGNUM = 1001 SPAWNSTATE = 1523 SPAWNHEALTH = 1 SEESTATE = 1525 SEESOUND = 0 REACTIONTIME = 32 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 170 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 603 DEATHSOUND = 22 XDEATHSTATE = 0 SPEED = 6 RADIUS = 1572864 HEIGHT = 2097152 MASS = 100 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 0 FLAGS = 16777221
- Blue Buzz
Thing 257 MAPTHINGNUM = 1002 SPAWNSTATE = 1538 SPAWNHEALTH = 1 SEESTATE = 1540 SEESOUND = 0 REACTIONTIME = 2 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 3072 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 603 DEATHSOUND = 22 XDEATHSTATE = 0 SPEED = 983040 RADIUS = 1310720 HEIGHT = 1572864 MASS = 100 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 431 FLAGS = 16779781
- Jetty-Syn Cannoneer
Thing 258 MAPTHINGNUM = 1003 SPAWNSTATE = 1542 SPAWNHEALTH = 1 SEESTATE = 1544 SEESOUND = 0 REACTIONTIME = 32 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 200 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 0 DEATHSTATE = 603 DEATHSOUND = 22 XDEATHSTATE = 0 SPEED = 196608 RADIUS = 1310720 HEIGHT = 2097152 MASS = 100 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 178 FLAGS = 16779781
- Jetty-Syn Striker
Thing 259 MAPTHINGNUM = 1004 SPAWNSTATE = 1550 SPAWNHEALTH = 1 SEESTATE = 1552 SEESOUND = 0 REACTIONTIME = 5 ATTACKSOUND = 0 PAINSTATE = 0 PAINCHANCE = 3072 PAINSOUND = 0 MELEESTATE = 0 MISSILESTATE = 1554 DEATHSTATE = 603 DEATHSOUND = 22 XDEATHSTATE = 0 SPEED = 65536 RADIUS = 1310720 HEIGHT = 2097152 MASS = 100 DAMAGE = 0 ACTIVESOUND = 0 RAISESTATE = 584 FLAGS = 16779781
- Spark_delay1
FRAME 1352 SPRITENUMBER = 150 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1434 ACTION None
- Spark_delay2
FRAME 1353 SPRITENUMBER = 150 SPRITESUBNUMBER = 1 DURATION = 1 NEXT = 1435 ACTION None
- Spark_delay3
FRAME 1354 SPRITENUMBER = 150 SPRITESUBNUMBER = 2 DURATION = 1 NEXT = 1436 ACTION None
- Spark_delay4
FRAME 1355 SPRITENUMBER = 150 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1437 ACTION None
- Spark_delay5
FRAME 1356 SPRITENUMBER = 150 SPRITESUBNUMBER = 1 DURATION = 1 NEXT = 1438 ACTION None
- Spark_delay6
FRAME 1357 SPRITENUMBER = 150 SPRITESUBNUMBER = 2 DURATION = 1 NEXT = 1439 ACTION None
- Spark_fire1
FRAME 1358 SPRITENUMBER = 150 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1433 ACTION A_FindTarget Var1 = 0 Var2 = 0
- Spark_fire2
FRAME 1359 SPRITENUMBER = 150 SPRITESUBNUMBER = 1 DURATION = 2 NEXT = 1360 ACTION A_SuperTurretFire VAR1 = 248 VAR2 = 2048
- Spark_fire3
FRAME 1360 SPRITENUMBER = 150 SPRITESUBNUMBER = 2 DURATION = 1 NEXT = 314 ACTION A_TurretStop
- Mortar_debris
FRAME 1361 SPRITENUMBER = 28 SPRITESUBNUMBER = 0 DURATION = -1 NEXT = 0 ACTION None
- Spark_explode
FRAME 1362 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 603 ACTION A_RingExplode Var1 = 246
- SparkMorter1
FRAME 1363 SPRITENUMBER = 49 SPRITESUBNUMBER = 0 DURATION = 2 NEXT = 1364 ACTION A_SpawnObjectRelative VAR1 = 0 VAR2 = 255
- SparkMorter2
FRAME 1364 SPRITENUMBER = 49 SPRITESUBNUMBER = 1 DURATION = 2 NEXT = 1365 ACTION none
- SparkMortar3
FRAME 1365 SPRITENUMBER = 49 SPRITESUBNUMBER = 2 DURATION = 2 NEXT = 1366 ACTION none
- SparkMortar4
FRAME 1366 SPRITENUMBER = 49 SPRITESUBNUMBER = 1 DURATION = 2 NEXT = 1367 ACTION none
- SparkMortar5
FRAME 1367 SPRITENUMBER = 49 SPRITESUBNUMBER = 0 DURATION = 2 NEXT = 1364 ACTION None
- M-S_Prep
FRAME 1368 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1369 ACTION A_DualAction VAR1 = 1374 VAR2 = 1373
- Morter_Sparkness1
FRAME 1369 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1370 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Morter_Sparkness2
FRAME 1370 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1371 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Morter_Sparkness3
FRAME 1371 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1372 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Morter_Sparkness4
FRAME 1372 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1373 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Morter_Sparkness5
FRAME 1373 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1369 ACTION A_DualAction VAR1 = 1372 VAR2 = 1375
- Morter_reference1
FRAME 1374 SPRITENUMBER = 0 SPRITESUBNUMBER = 0 DURATION = 0 NEXT = 0 ACTION A_FindTracer VAR1 = 317 VAR2 = 0
- Morter_reference2
FRAME 1375 SPRITENUMBER = 0 SPRITESUBNUMBER = 0 DURATION = 0 NEXT = 0 ACTION A_SpawnObjectRelative VAR1 = 0 VAR2 = 34
- Rapid_ATK1
FRAME 1387 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 2 NEXT = 1388 ACTION None
- Rapid_ATK2
FRAME 1388 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 2 NEXT = 1389 ACTION A_FireShot VAR1 = 4 VAR2 = 0
- Rapid_ATK3
FRAME 1389 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 2 NEXT = 1390 ACTION None
- Rapid_ATK4
FRAME 1390 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 2 NEXT = 1391 ACTION A_FireShot VAR1 = 4 VAR2 = 0
- Rapid_ATK5
FRAME 1391 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 2 NEXT = 1392 ACTION None
- Rapid_ATK6
FRAME 1392 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 2 NEXT = 1393 ACTION A_FireShot VAR1 = 4 VAR2 = 0
- Rapid_ATK7
FRAME 1393 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 2 NEXT = 1394 ACTION None
- Rapid_ATK8
FRAME 1394 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 2 NEXT = 1395 ACTION A_FireShot VAR1 = 4 VAR2 = 0
- Rapid_ATK9
FRAME 1395 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 2 NEXT = 1396 ACTION None
- Rapid_ATK10
FRAME 1396 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 2 NEXT = 1397 ACTION A_FireShot VAR1 = 4 VAR2 = 0
- Rapid_ATK11
FRAME 1397 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 2 NEXT = 1398 ACTION None
- Rapid_ATK12
FRAME 1398 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 2 NEXT = 1399 ACTION A_FireShot VAR1 = 4 VAR2 = 0
- Rapid_ATK13
FRAME 1399 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 2 NEXT = 1400 ACTION None
- Rapid_ATK14
FRAME 1400 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 30 NEXT = 1401 ACTION A_FireShot VAR1 = 4 VAR2 = 0
- Eggmobile_STND
FRAME 1401 SPRITENUMBER = 4 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1401 ACTION A_TurretStop VAR1 = 1 VAR2 = 0
- Eggmobile_ATK1
FRAME 1402 SPRITENUMBER = 4 SPRITESUBNUMBER = 1 DURATION = 35 NEXT = 1403 ACTION None VAR1 = 0 VAR2 = 0
- Eggmobile_ATK2
FRAME 1403 SPRITENUMBER = 4 SPRITESUBNUMBER = 2 DURATION = 35 NEXT = 1387 ACTION A_FireShot VAR1 = 4 VAR2 = 0
- Eggmobile_ATK3
FRAME 1404 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 50 NEXT = 1405 ACTION None VAR1 = 0 VAR2 = 0
- Eggmobile_ATK3.5
FRAME 1405 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 35 NEXT = 1406 ACTION A_SuperTurretFire VAR1 = 194 VAR2 = 2048
- Eggmobile_ATK4
FRAME 1406 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 35 NEXT = 1401 ACTION A_SkullAttack VAR1 = 0 VAR2 = 0
- Eggmobile_Panic1
FRAME 1407 SPRITENUMBER = 4 SPRITESUBNUMBER = 1 DURATION = 50 NEXT = 1408 ACTION A_PlaySound VAR1 = 117 VAR2 = 0
- Eggmobile_Panic2
FRAME 1408 SPRITENUMBER = 4 SPRITESUBNUMBER = 2 DURATION = 2 NEXT = 1404 ACTION A_SuperFireShot VAR1 = 317 VAR2 = 0
- Eggmobile_Pain
FRAME 1409 SPRITENUMBER = 4 SPRITESUBNUMBER = 5 DURATION = 24 NEXT = 1440 ACTION A_Pain VAR1 = 0 VAR2 = 0
- Eggdeath1
FRAME 1410 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1411 ACTION A_Fall VAR1 = 0 VAR2 = 0
- Eggdeath2
FRAME 1411 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1412 ACTION A_BossScream VAR1 = 0 VAR2 = 0
- Eggdeath3
FRAME 1412 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1413 ACTION A_BossScream VAR1 = 0 VAR2 = 0
- Eggdeath4
FRAME 1413 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1414 ACTION A_BossScream VAR1 = 0 VAR2 = 0
- Eggdeath5
FRAME 1414 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1415 ACTION A_BossScream VAR1 = 0 VAR2 = 0
- Eggdeath6
FRAME 1415 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1416 ACTION A_BossScream VAR1 = 0 VAR2 = 0
- Eggdeath7
FRAME 1416 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1417 ACTION A_BossScream VAR1 = 0 VAR2 = 0
- Eggdeath8
FRAME 1417 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1418 ACTION A_BossScream VAR1 = 0 VAR2 = 0
- Eggdeath9
FRAME 1418 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1419 ACTION A_BossScream VAR1 = 0 VAR2 = 0
- Eggdeath10
FRAME 1419 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1420 ACTION A_BossScream VAR1 = 0 VAR2 = 0
- Eggdeath11
FRAME 1420 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1421 ACTION A_BossScream VAR1 = 0 VAR2 = 0
- Eggdeath12
FRAME 1421 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1422 ACTION A_BossScream VAR1 = 0 VAR2 = 0
- Eggdeath13
FRAME 1422 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = 8 NEXT = 1423 ACTION A_BossScream VAR1 = 0 VAR2 = 0
- Eggdeath14
FRAME 1423 SPRITENUMBER = 4 SPRITESUBNUMBER = 6 DURATION = -1 NEXT = 0 ACTION A_BossDeath VAR1 = 0 VAR2 = 0
- Flee_1
FRAME 1424 SPRITENUMBER = 4 SPRITESUBNUMBER = 7 DURATION = 2 NEXT = 1425 ACTION A_BossScream VAR1 = 0 VAR2 = 0
- Flee_2
FRAME 1425 SPRITENUMBER = 4 SPRITESUBNUMBER = 7 DURATION = 2 NEXT = 1426 ACTION A_BossScream VAR1 = 0 VAR2 = 0
- Flee_3
FRAME 1426 SPRITENUMBER = 4 SPRITESUBNUMBER = 7 DURATION = 1 NEXT = 1427 ACTION A_BossScream VAR1 = 0 VAR2 = 0
- Flee_4
FRAME 1427 SPRITENUMBER = 4 SPRITESUBNUMBER = 8 DURATION = 1 NEXT = 1428 ACTION none VAR1 = 0 VAR2 = 0
- Flee_5
FRAME 1428 SPRITENUMBER = 4 SPRITESUBNUMBER = 8 DURATION = 2 NEXT = 1429 ACTION A_BossScream VAR1 = 0 VAR2 = 0
- Flee_6
FRAME 1429 SPRITENUMBER = 4 SPRITESUBNUMBER = 8 DURATION = 2 NEXT = 1424 ACTION A_BossScream VAR1 = 0 VAR2 = 0
- SuperTurretLaser
FRAME 1430 SPRITENUMBER = 191 SPRITESUBNUMBER = 32768 DURATION = 1 NEXT = 1430 ACTION None VAR1 = 0 VAR2 = 0
- SuperTurretExplode1
FRAME 1431 SPRITENUMBER = 191 SPRITESUBNUMBER = 32769 DURATION = 2 NEXT = 1432 ACTION None VAR1 = 0 VAR2 = 0
- SuperTurretExplode2
FRAME 1432 SPRITENUMBER = 191 SPRITESUBNUMBER = 32770 DURATION = 2 NEXT = 314 ACTION None VAR1 = 0 VAR2 = 0
- Spark_fire2
FRAME 1433 SPRITENUMBER = 191 SPRITESUBNUMBER = 32768 DURATION = 1 NEXT = 1359 ACTION A_FindTarget Var1 = 0 Var2 = 0
- Spark_delay1.5
FRAME 1434 SPRITENUMBER = 191 SPRITESUBNUMBER = 32768 DURATION = 1 NEXT = 1353 ACTION None
- Spark_delay2.5
FRAME 1435 SPRITENUMBER = 191 SPRITESUBNUMBER = 32769 DURATION = 1 NEXT = 1354 ACTION None
- Spark_delay3.5
FRAME 1436 SPRITENUMBER = 191 SPRITESUBNUMBER = 32770 DURATION = 1 NEXT = 1355 ACTION None
- Spark_delay4.5
FRAME 1437 SPRITENUMBER = 191 SPRITESUBNUMBER = 32768 DURATION = 1 NEXT = 1356 ACTION None
- Spark_delay5.5
FRAME 1438 SPRITENUMBER = 191 SPRITESUBNUMBER = 32769 DURATION = 1 NEXT = 1357 ACTION None
- Spark_delay6.5
FRAME 1439 SPRITENUMBER = 191 SPRITESUBNUMBER = 32770 DURATION = 1 NEXT = 1358 ACTION None
- Egg_Retaliation
FRAME 1440 SPRITENUMBER = 4 SPRITESUBNUMBER = 7 DURATION = 30 NEXT = 1401 ACTION A_Skullattack VAR1 = 1 VAR2 = 0
- Final_ATK1-1
FRAME 1441 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 30 NEXT = 1442 ACTION None VAR1 = 0 VAR2 = 0
- Final_ATK1-2
FRAME 1442 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 5 NEXT = 1443 ACTION A_SuperFireShot VAR1 = 317 VAR2 = 0
- Final_ATK1-3
FRAME 1443 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 5 NEXT = 1444 ACTION None
- Final_ATK1-4
FRAME 1444 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 5 NEXT = 1445 ACTION A_SuperFireShot VAR1 = 317 VAR2 = 0
- Final_ATK1-5
FRAME 1445 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 5 NEXT = 1446 ACTION None
- Final_ATK1-6
FRAME 1446 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 5 NEXT = 1447 ACTION A_SuperFireShot VAR1 = 317 VAR2 = 0
- Final_ATK1-7
FRAME 1447 SPRITENUMBER = 4 SPRITESUBNUMBER = 1 DURATION = 5 NEXT = 1448 ACTION None
- Final_ATK1-8
FRAME 1448 SPRITENUMBER = 4 SPRITESUBNUMBER = 2 DURATION = 5 NEXT = 1401 ACTION A_SkullAttack VAR1 = 1 VAR2 = 0
- Final_ATK2-1
FRAME 1449 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 30 NEXT = 1450 ACTION None VAR1 = 0 VAR2 = 0
- Final_ATK2-2
FRAME 1450 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 15 NEXT = 1451 ACTION A_SuperTurretFire VAR1 = 248 VAR2 = 2048
- Final_ATK2-3
FRAME 1451 SPRITENUMBER = 4 SPRITESUBNUMBER = 1 DURATION = 10 NEXT = 1452 ACTION None
- Final_ATK2-4
FRAME 1452 SPRITENUMBER = 4 SPRITESUBNUMBER = 2 DURATION = 60 NEXT = 1401 ACTION A_SkullAttack VAR1 = 2 VAR2 = 0
- Final_Panic1
FRAME 1453 SPRITENUMBER = 4 SPRITESUBNUMBER = 1 DURATION = 30 NEXT = 1454 ACTION None
- Final_Panic2
FRAME 1454 SPRITENUMBER = 4 SPRITESUBNUMBER = 2 DURATION = 10 NEXT = 1451 ACTION A_SuperTurretFire VAR1 = 252 VAR2 = 2048
- F_Pain1
FRAME 1455 SPRITENUMBER = 4 SPRITESUBNUMBER = 5 DURATION = 10 NEXT = 1456 ACTION A_Pain VAR1 = 0 VAR2 = 0
- F_Pain2
FRAME 1456 SPRITENUMBER = 4 SPRITESUBNUMBER = 3 DURATION = 10 NEXT = 1457 ACTION A_RingExplode VAR1 = 179 VAR2 = 0
- F_Pain3
FRAME 1457 SPRITENUMBER = 4 SPRITESUBNUMBER = 4 DURATION = 4 NEXT = 1401 ACTION A_SpawnObjectRelative VAR1 = 0 VAR2 = 250
- <Prime 2.0>
- This is the spawn state of the weapons crystal, which fires stuff at you.
- Forgive me for the fragmentation, but after putting in the 40 attract chase states,
- I wasn't about to go through all of them and change the state numbers and next-state
- Numbers for each and every one; that would have been a nightmare!
- Crystal_Prep
FRAME 1458 SPRITENUMBER = 192 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1459 ACTION none
- Crystal_deploy
FRAME 1459 SPRITENUMBER = 192 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1460 ACTION A_SpawnObjectRelative VAR1 = 0 VAR2 = 253
- Crystal_allignment
FRAME 1460 SPRITENUMBER = 192 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1461 ACTION A_FindTarget VAR1 = 249 VAR2 = 0
- Crystal_rotation1
FRAME 1461 SPRITENUMBER = 192 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1462 ACTION A_RotateSpikeBall VAR1 = 0 VAR2 = 0
- Crystal_rotation2
FRAME 1462 SPRITENUMBER = 192 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1461 ACTION A_RotateSpikeBall VAR1 = 0 VAR2 = 0
- Crystal_Rocket1
FRAME 1463 SPRITENUMBER = 0 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1464 ACTION A_SpawnObjectRelative Var1 = 0 Var2 = 254
- CR_Reference
FRAME 1464 SPRITENUMBER = 0 SPRITESUBNUMBER = 0 DURATION = 0 NEXT = 1 ACTION A_FindTarget VAR1 = 249 VAR2 = 0
- <Prime 2.0>
- This was SUPPOSED to make his final attack rail rings, but the MobjFlag2 "rail"
- (not to mention its description) was a misnomer.
- Railshot
FRAME 1465 SPRITENUMBER = 63 SPRITESUBNUMBER = 32768 DURATION = 1 NEXT = 544 ACTION A_SetObjectFlags2 VAR1 = 131072 VAR2 = 2
- R-FumePrep
FRAME 1466 SPRITENUMBER = 131 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1467 ACTION A_FindTracer VAR1 = 251 VAR2 = 0
- RocketFume1
FRAME 1467 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1468 ACTION A_CapeChase VAR1 = 1 VAR2 = -24
- RocketFume2
FRAME 1468 SPRITENUMBER = 131 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1467 ACTION A_CapeChase VAR1 = 1 VAR2 = -24
- <Prime 2.0>
- And here we see the states of the Crystal Buffer, which allows the weapons crystals to
- Maintain a consistant orbit around eggman.
- Buffer_Prep
FRAME 1469 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1470 ACTION none
- Buffer_Prep2
FRAME 1470 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 0 NEXT = 1471 ACTION A_FindTracer Var1 = 250 Var2 = 0
- ----------------------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------------------
- This is the beginning of the buffer chase sequence. very boring, very not-needed to look at.
- ----------------------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------------------
- Buffer_Chase1
FRAME 1471 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1472 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase2
FRAME 1472 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1473 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase3
FRAME 1473 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1474 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase4
FRAME 1474 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1475 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase5
FRAME 1475 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1476 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase6
FRAME 1476 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1477 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase7
FRAME 1477 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1478 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase8
FRAME 1478 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1479 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase9
FRAME 1479 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1480 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase10
FRAME 1480 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1481 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase11
FRAME 1481 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1482 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase12
FRAME 1482 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1483 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase13
FRAME 1483 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1484 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase14
FRAME 1484 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1485 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase15
FRAME 1485 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1486 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase16
FRAME 1486 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1487 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase17
FRAME 1487 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1488 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase18
FRAME 1488 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1489 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase19
FRAME 1489 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1490 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase20
FRAME 1490 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1491 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase21
FRAME 1491 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1492 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase22
FRAME 1492 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1493 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase23
FRAME 1493 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1494 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase24
FRAME 1494 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1495 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase25
FRAME 1495 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1496 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase26
FRAME 1496 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1497 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase27
FRAME 1497 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1498 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase28
FRAME 1498 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1499 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase29
FRAME 1499 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1500 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase30
FRAME 1500 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1501 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase31
FRAME 1501 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1502 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase32
FRAME 1502 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1503 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase33
FRAME 1503 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1504 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase34
FRAME 1504 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1505 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase35
FRAME 1505 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1506 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase36
FRAME 1506 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1507 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase37
FRAME 1507 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1508 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase38
FRAME 1508 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1509 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase39
FRAME 1509 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1510 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase40
FRAME 1510 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1511 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase41
FRAME 1511 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1512 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase42
FRAME 1512 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1513 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase43
FRAME 1513 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1514 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase44
FRAME 1514 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1515 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase45
FRAME 1515 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1516 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase46
FRAME 1516 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1517 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase47
FRAME 1517 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1518 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase48
FRAME 1518 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1519 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase49
FRAME 1519 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1520 ACTION A_CapeChase Var1 = 1 Var2 = 0
- Buffer_Chase50
FRAME 1520 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1521 ACTION A_CapeChase Var1 = 1 Var2 = 0
- ----------------------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------------------
- This is the end of the buffer chase sequence. very boring, very not-needed to look at.
- ----------------------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------------------
- ----------------------------------------------------------------------------------------------
- Buffer_Fire1
FRAME 1521 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 0 NEXT = 1522 ACTION A_FindTarget Var1 = 0 Var2 = 0
- Buffer_Fire2
FRAME 1522 SPRITENUMBER = 31 SPRITESUBNUMBER = 0 DURATION = 0 NEXT = 1471 ACTION A_SuperFireShot Var1 = 251 Var2 = 0
- <Prime 2.0>
- This is the beggining of the chaotic darkness enemy imports. special thanks to
- Oogaland for creating the state offset script, it would have been really hard
- to move them to their new positions otherwise
- Black Crawla's States. Duplicates to the normal Crawlas' states.
- B-Crawl_stand1
FRAME 1523 SPRITENUMBER = 193 SPRITESUBNUMBER = 0 DURATION = 5 NEXT = 1524 ACTION A_Look
- B-Crawl_stand2
FRAME 1524 SPRITENUMBER = 193 SPRITESUBNUMBER = 0 DURATION = 5 NEXT = 1523 ACTION A_Look
- B-Crawl_chase1
FRAME 1525 SPRITENUMBER = 193 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1526 ACTION A_Chase
- B-Crawl_chase2
FRAME 1526 SPRITENUMBER = 193 SPRITESUBNUMBER = 1 DURATION = 1 NEXT = 1527 ACTION A_Chase
- B-Crawl_chase3
FRAME 1527 SPRITENUMBER = 193 SPRITESUBNUMBER = 2 DURATION = 1 NEXT = 1528 ACTION A_Chase
- B-Crawl_chase4
FRAME 1528 SPRITENUMBER = 193 SPRITESUBNUMBER = 3 DURATION = 1 NEXT = 1529 ACTION A_Chase
- B-Crawl_chase5
FRAME 1529 SPRITENUMBER = 193 SPRITESUBNUMBER = 4 DURATION = 1 NEXT = 1530 ACTION A_Chase
- B-Crawl_chase6
FRAME 1530 SPRITENUMBER = 193 SPRITESUBNUMBER = 5 DURATION = 1 NEXT = 1531 ACTION A_Chase
- B-Crawl_chase7
FRAME 1531 SPRITENUMBER = 193 SPRITESUBNUMBER = 6 DURATION = 1 NEXT = 1532 ACTION A_Chase
- B-Crawl_chase8
FRAME 1532 SPRITENUMBER = 193 SPRITESUBNUMBER = 7 DURATION = 1 NEXT = 1533 ACTION A_Chase
- B-Crawl_chase9
FRAME 1533 SPRITENUMBER = 193 SPRITESUBNUMBER = 8 DURATION = 1 NEXT = 1525 ACTION A_Chase
- Black Crawla death states. Rearranged by Prime 2.0!
- B-Crawl_Death1
FRAME 1534 SPRITENUMBER = 193 SPRITESUBNUMBER = 17 DURATION = 1 NEXT = 1535 ACTION A_Scream
- B-Crawl_Death2
FRAME 1535 SPRITENUMBER = 193 SPRITESUBNUMBER = 18 DURATION = 5 NEXT = 1536 ACTION None
- B-Crawl_Death3
FRAME 1536 SPRITENUMBER = 193 SPRITESUBNUMBER = 19 DURATION = 5 NEXT = 1537 ACTION None
- B-Crawl_Death4
FRAME 1537 SPRITENUMBER = 193 SPRITESUBNUMBER = 20 DURATION = 5 NEXT = 477 ACTION None
- BLUE buzz states. I didn't like the fact that it was black.
- ...no, I'm not racist, I just think that black was a bit boring
- for the fastest buzz. -Prime 2.0
- B-buzz_Stand1
FRAME 1538 SPRITENUMBER = 194 SPRITESUBNUMBER = 0 DURATION = 2 NEXT = 1539 ACTION A_Look
- B-buzz_Stand2
FRAME 1539 SPRITENUMBER = 194 SPRITESUBNUMBER = 1 DURATION = 2 NEXT = 1538 ACTION A_Look
- B-buzz_chase1
FRAME 1540 SPRITENUMBER = 194 SPRITESUBNUMBER = 0 DURATION = 2 NEXT = 1541 ACTION A_BuzzFly
- B-buzz_chase2
FRAME 1541 SPRITENUMBER = 194 SPRITESUBNUMBER = 1 DURATION = 2 NEXT = 1540 ACTION A_BuzzFly
- Jetty-Syn Cannoneer's States. Duplicates to the Jetty-Syn Bomber's states.
- JetCstand
FRAME 1542 SPRITENUMBER = 195 SPRITESUBNUMBER = 0 DURATION = 4 NEXT = 1543 ACTION A_Look
- JetCstand
FRAME 1543 SPRITENUMBER = 195 SPRITESUBNUMBER = 1 DURATION = 4 NEXT = 1542 ACTION A_Look
FRAME 1544 SPRITENUMBER = 195 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1545 ACTION A_JetbThink
FRAME 1545 SPRITENUMBER = 195 SPRITESUBNUMBER = 1 DURATION = 1 NEXT = 1544 ACTION A_JetbThink
- Jetty-Syn Striker's States. All but two states are duplicates to the Jetty-Syn Gunner's states.
FRAME 1550 SPRITENUMBER = 196 SPRITESUBNUMBER = 0 DURATION = 4 NEXT = 1551 ACTION A_Look
FRAME 1551 SPRITENUMBER = 196 SPRITESUBNUMBER = 1 DURATION = 4 NEXT = 1550 ACTION A_Look
FRAME 1552 SPRITENUMBER = 196 SPRITESUBNUMBER = 0 DURATION = 1 NEXT = 1553 ACTION None
FRAME 1553 SPRITENUMBER = 196 SPRITESUBNUMBER = 1 DURATION = 1 NEXT = 1552 ACTION A_JetgThink
- This is what makes the Jetty-Syn Striker special, the gunner action was replaced with the TurretFire action.
- This gave the Striker a machine gun. Credit to Mikel93 for the original.
- I have yet to figure out how to make the turret fire have delay in between shots...
- If you can figure it out, hit me up at the SRB2MB and tell me!
FRAME 1554 SPRITENUMBER = 196 SPRITESUBNUMBER = 2 DURATION = 5 NEXT = 1555 ACTION A_TurretFire VAR1 = 194 VAR2 = 700
FRAME 1555 SPRITENUMBER = 196 SPRITESUBNUMBER = 3 DURATION = 1 NEXT = 1552 ACTION A_TurretStop VAR1 = 0 VAR2 = 0
- End of SOC.