User:Monster Iestyn/Usage Lists

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Map Thing Flags Usage

Special

Ambush

Special AND Ambush

Special OR Ambush

Object Property Usage

States

SpawnState

  • All Objects: State set when first spawned on the map
Objects
  • MT_EGGMOBILE: (when MF2_FRET is set) Removes MF2_FRET and MF2_SKULLFLY when in this state
  • MT_EGGMOBILE2: Uses normal pinch phase behavior in this state (and health > Damage)
  • MT_EGGMOBILE3: Removes MF2_FRET when in this state; Normal/Shock mode state
  • MT_EGGMOBILE4: Removes MF2_FRET when in this state (ad health > Damage)
  • MT_BLACKEGGMAN: Goes back to this state if no players can be found; returns to this state after using attacks
  • MT_METALSONIC_BATTLE: Removes MF2_FRET when in this state; returns to this state if no players can be found, or after attacks
  • MT_STARPOST: Untouched appearance
  • MT_SCORE: Reference state for score appearances
  • MT_NIGHTSCORE: Reference state for normal time score appearances
  • MT_GOTEMERALD: Reference state for normal special stage emerald appearances
  • MT_DROWNNUMBERS: Reference state for drowning number appearances
  • MT_ROCKCRUMBLE1: Reference state for MT_FALLINGROCK appearances
  • MT_BIGTUMBLEWEED/MT_LITTLETUMBLEWEED: Goes to this state after stopping
  • MT_NIGHTSBUMPER: Reference state for direction appearances
Object Flags
  • Objects with MF_BOSS: Removes MF2_FRET before reaching this state
  • Objects with MF2_SKULLFLY: (except for MT_EGGMOBILE Returns to this state after stopping
Actions

SeeState

Objects
  • MT_PLAYER: Start of running animation used in Multiplayer Character Select menu
  • MT_METALSONIC_BATTLE: Dashing attack animation
  • MT_STARPOST: "Cleared" appearance
  • MT_BIGTUMBLEWEED/MT_LITTLETUMBLEWEED: Goes to this state when touched by a player
  • MT_HOOP/MT_NIGHTSWING: Xmas mode appearances
  • MT_NIGHTSPARKLE: Red version for Super Paraloop power-up
  • MT_YELLOWORB/MT_BLUEORB/MT_BLACKORB/MT_WHITEORB/MT_GREENORB/MT_PITYORB: Overlay state
Object Flags
  • Objects with MF_NIGHTSITEM: These are set to this state to be made visible
Actions

PainState

Objects
  • MT_PLAYER: Goes to this state if player has been hurt, or is sliding; starts flashing and does pity checking when leaving this state
  • MT_STARPOST: Goes to this state when touched by a player
Object Flags
  • Objects with MF_SHOOTABLE: Goes to this state if the Object has been hurt (if the Object has more than 1 health point)
Actions

MeleeState

Objects
  • MT_GOOP: Landing state
  • MT_BLACKEGGMAN: Punching face attack state
  • MT_EGGMOBILE2: Pinch phase pain state
  • MT_EGGMOBILE4: State for reversing mace spinning direction
  • MT_NIGHTSWING: Switches to this state on spawn in NiGHTS special stages (changes appearance to look and act like a ring)
  • MT_GOTEMERALD: Reference state for NiGHTS special stage emerald appearances
  • MT_YELLOWORB/MT_BLUEORB/MT_BLACKORB/MT_WHITEORB/MT_GREENORB/MT_PITYORB: Overlay state
Actions

MissileState

Objects
  • MT_EGGMOBILE2: Object type # for pogo stick collision helper
  • MT_EGGMOBILE3: Missile firing state
  • MT_EGGMOBILE4: State for speeding up mace spinning
  • MT_METALSONIC_BATTLE: Missile firing state
  • MT_BLACKEGGMAN: Missile firing state
  • MT_YELLOWORB/MT_BLUEORB/MT_BLACKORB/MT_WHITEORB/MT_GREENORB/MT_PITYORB: Overlay state
Actions

DeathState

Objects
  • MT_PLAYER: Goes to this state if player has been killed
  • MT_BIGAIRMINE/MT_BIGMINE: Goes to this state when the mine touches the player
  • MT_WATERDROP: Goes to this state if touched by a player or touches the ground
  • MT_TURRET: Goes to this state if underwater/crushed
  • MT_THROWNGRENADE/MT_CYBRAKDEMON_NAPALM_BOMB_LARGE: Goes to this state when about to explode by itself
  • MT_ROCKCRUMBLE1 - MT_ROCKCRUMBLE16: Goes to this state when Object touches floor
  • MT_SPIKE: Spike fragment #1 state
Object Flags
  • Objects with MF_SPECIAL: By default Object will go to this state when touched
  • Objects with MF_SHOOTABLE: Goes to this state if the Object has been killed
  • Objects with MF_MISSILE: Goes to this state if it collides with anything other than its target
Actions

XDeathState

  • All Objects: By default Objects with fuses will go to this state when fuse = 0
Objects
  • MT_SHARP: Sharp's spinning attack state
  • MT_BLACKEGGMAN: Cannonball lobbing state
  • MT_NIGHTSCORE: Reference state for bonus time score appearances
  • MT_SPIKE: Spike fragment #2 state
Actions

RaiseState

Objects
  • MT_PLAYER: Default Spin trail object type # (if spinitem < 0)
  • MT_SPRINGSHELL/MT_YELLOWSHELL: Goes to this state when a player or pushable Object touches spring part
  • MT_EGGMOBILE2: Goes to this state for Pogoing
  • MT_EGGMOBILE2_POGO: Sets Object's target to this state if player touches it
  • MT_EGGMOBILE3: End of missile firing attack range
  • MT_EGGMOBILE4: Rising state for pinch phase initiation
  • MT_METALSONIC_BATTLE: Attack charging up state
  • MT_BLACKEGGMAN: Jumping state/Platform destroying state
  • MT_BOUNCEPICKUP/MT_RAILPICKUP/MT_AUTOPICKUP/MT_EXPLODEPICKUP/MT_SCATTERPICKUP/MT_GRENADEPICKUP: Panel fading states
Object Flags
  • Objects with MF_SPRING: Goes to this state when touched by a player or pushable Object
Actions

Sounds

SeeSound

Objects
  • MT_EGGMOBILE1/MT_EGGMOBILE2: Sound made when a player is found
  • MT_METALSONIC_BATTLE: Attacking sound
  • MT_REDRING: In NiGHTS DEVMODE, this Object's SeeSound is temporarily adjusted to become silent when fired to display Axis Transfers, but is restored immediately after each firing
  • MT_NIGHTSBUMPER: Sound used when touched by the player
  • MT_PITYSHIELDICO: Sound used when spawning Pity Shield in Match/CTF
Object Flags
  • Objects with MF_BOSS: Sound made when a player is found
  • Objects with MF_AMBIENT: This sound is played every SpawnHealth tics.
Actions

AttackSound

Objects
  • MT_PLAYER: Thok sound
  • MT_METALSONIC_BATTLE: Attack charging up sound
  • MT_THROWNGRENADE: Beeping sound used by A_ThrownRing
Object Flags
  • Objects with MF2_FIRING: Firing sound
Actions

PainSound

Objects
  • MT_CRAWLACOMMANDER: Played when Object has been hurt
  • MT_GOOP: Landing sound
  • MT_EGGSHIELD/MT_FAKEMOBILE: Sound played when player bounces off Object
  • MT_STARPOST: Sound played when touched by player
  • MT_NIGHTSWING: Sound played when collected by player (when in a NiGHTS special stage)
Actions

DeathSound

Objects
  • MT_EXPLODE: Sound played each time a bird is released by MT_EGGTRAP when destroyed
  • MT_BIGAIRMINE/MT_BIGMINE: Explosion sound
  • MT_WATERDROP: Landing sound - randomly adds a random number from 0 to the value of Mass - 1 to set the sound used
  • MT_NIGHTSSUPERLOOP/MT_NIGHTSDRILLREFILL/MT_NIGHTSHELPER/MT_NIGHTEXTRATIME/MT_NIGHTSLINKFREEZE: Sound played when collected
  • MT_SPIKE: Spike splitting sound
Object Flags
  • Objects with MF_SPECIAL: By default Object will play this sound when touched
  • Objects with MF_MISSILE: Played when Object explodes (unless it has MF2_DEBRIS)
Actions

ActiveSound

Objects
  • MT_EGGMOBILE2_POGO: Makes target play this sound if player touches it
  • MT_METALSONIC_BATTLE: Dodging sound
  • MT_BIGAIRMINE/MT_BIGMINE/MT_AQUABUZZ: Beeping sound
  • MT_THROWNBOUNCE: Played when bouncing off floor/ceiling (also requires MF_BOUNCE to work)
  • MT_THROWNGRENADE/MT_CYBRAKDEMON_NAPALM_BOMB_LARGE: Played when bouncing off ceiling
  • MT_FALLINGROCK: Ambience Sound, played only when bouncing off floor fast enough - randomly adds a random number from 0 to the value of Mass - 1 to set the sound used
  • MT_NIGHTSDRONE: Mare completed sound for non-special stage NiGHTS levels
  • MT_NIGHTSWING: Sound played when collected in non-special stage NiGHTS levels
Object Flags
  • Objects with MF_PUSHABLE: Played when Object is pushed
  • Objects with MF_BOUNCE: Played when bouncing off walls/other Objects
  • Objects with MF_STICKY: Played when Object has collided with a wall/floor
  • Objects with MF_GRENADEBOUNCE: Played when bouncing off floor
Actions

Other Attributes

SpawnHealth

  • All Objects: Sets the Object's initial health when it first spawns on the map
Objects
  • MT_EGGMOBILE4: Used to determine spike rotating speed during pinch phase depending on actor's current health
  • MT_METALSONIC_BATTLE: Used to determine both dodging speed and dashing attack speed depending on actor's current health
  • MT_BLACKEGGMAN: Spawns a smoke trail if Object's heath is or above this value
  • MT_BOUNCERING/MT_RAILRING/MT_AUTOMATICRING/MT_EXPLOSIONRING/MT_SCATTERRING/MT_GRENADERING/MT_INFINITYRING: Adds this value to the amount of weapon ammo the player currently has
Object Flags
  • Objects with MF_AMBIENT: Sets the interval between each time SeeSound is played
Actions
  • A_BrakChase: Used to determine both speed and which set of attacks to choose depending on actor's current health
  • A_Boss2Chase: If MF_AMBUSH is set, this is used to determine speed to rotate around axis, depending on actor's current health; otherwise, this stays a fixed speed

ReactionTime

  • All Objects: Sets the Object's reaction time to this value when it first spawns on the map
Objects
  • MT_BOUNCEPICKUP/MT_RAILPICKUP/MT_AUTOPICKUP/MT_EXPLODEPICKUP/MT_SCATTERPICKUP/MT_GRENADEPICKUP: Adds this value to the amount of weapon ammo the player currently has
Actions

PainChance

Objects
  • MT_PLAYER: Default Thok trail object type # (if thokitem < 0)
  • MT_POINTY: Number of spikeballs to spawn
  • MT_UNIDUS: Object type # of spikeballs to spawn; (of Object type set by PainChance) Radius from target Object
  • MT_EGGMOBILE_BALL: Radius from target Object
  • MT_METALSONIC_BATTLE: Dodging state
  • MT_BIGAIRMINE/MT_BIGMINE/MT_AQUABUZZ: Sets the interval between each time ActiveSound is played
  • MT_YELLOWORB/MT_BLUEORB/MT_BLACKORB/MT_WHITEORB/MT_GREENORB/MT_PITYORB: Sets the color the shield's sprite is set to
Object Flags
  • Objects with MF_SPRING: Forces player into their jump animation if PainChance > 0, enabling them to perform any aerial actions they would be able to do if they jumped
Actions

Speed

Objects
  • MT_SKIM: If Object's z height and the water's top height are wider than this value (in fracunits), Object's z height is reset to the water's top height
  • MT_EGGMOBILE2: Base rotational speed around axis
  • MT_EGGMOBILE3: Movement speed; doubled if in panic mode
  • MT_METALSONIC_BATTLE: Object type # of fired missiles
  • MT_BLACKEGGMAN_MISSILE: Movement speed when controlled by a player
  • MT_EMERALD1 - MT_EMERALD7: Determines the emerald flags to add to the global emeralds value or pw_emeralds, to tell the game which emeralds the player has
  • MT_SPIKE: Default time between being retracted and not retracted
  • MT_YELLOWORB/MT_BLUEORB/MT_BLACKORB/MT_WHITEORB/MT_GREENORB: Shield type to check for
  • MT_SEED: Vertical movement speed
  • MT_KOOPAFLAME: Movement speed
  • MT_SHELL: Movement speed launched at when touched by player
  • MT_NIGHTSBUMPER: Speed of object being launched, in fracunits (Set to Speed when NiGHTS Super Sonic, Speed/75 otherwise)
  • MT_NIGHTSSUPERLOOP/MT_NIGHTSDRILLREFILL/MT_NIGHTSHELPER/MT_NIGHTEXTRATIME/MT_NIGHTSLINKFREEZE: Powerup time given
Object Flags
  • Objects with MF_PUSHABLE and MF2_SLIDEPUSH: Maximum speed the Object can move at when pushed, in 1/65536 fracunits
  • Objects with MF_MISSILE: Movement speed when fired by another Object, in 1/65536 fracunits
  • Objects with MF_BOXICON: Rising speed, in 1/65536 fracunits
  • Objects with MF2_FIRING: (of Objects being fired) Speed of fired Objects
Actions

Radius

  • All Objects: Sets the Object's initial radius when it first spawns on the map
Objects
  • MT_BIGAIRMINE/MT_BIGMINE: Player searching distance limit (Radius*16)
Actions
  • A_JetJawRoam: Object seeing distance limit (Radius*16)
  • A_PointyThink: Sets the distance the spikeballs are from the actor (Radius*ReactionTime)

Height

  • All Objects: Sets the Object's initial height when it first spawns on the map

Mass

Objects
  • MT_POINTY: Object type # of the spikeballs spawned
  • MT_UNIDUS: Default height above ground if spawned directly on it
  • MT_EGGMOBILE/MT_EGGMOBILE2: Sets the sound made when the boss starts fleeing, after being defeated
  • MT_EGGMOBILE3: Object type # of fake copies of the boss to spawn for pinch phase
  • MT_METALSONIC_BATTLE: Sound for bouncing off walls during dashing attack
  • MT_BIGAIRMINE/MT_BIGMINE: Object type # of explosion spawned
  • MT_FAN: Maximum vertical speed to push players and pushable objects up at
  • MT_STEAMJET: Vertical speed to thrust players and pushable objects at
  • MT_WATERDROP: Sets the highest number that can be randomly added to DeathSound to set the landing sound (Mass - 1)
  • MT_BOUNCEPICKUP/MT_RAILPICKUP/MT_AUTOPICKUP/MT_EXPLODEPICKUP/MT_SCATTERPICKUP/MT_GRENADEPICKUP: Power-up type to award to
  • MT_BOUNCERING/MT_RAILRING/MT_AUTOMATICRING/MT_EXPLOSIONRING/MT_SCATTERRING/MT_GRENADERING/MT_INFINITYRING: Power-up type to award to
  • MT_THROWNGRENADE/MT_CYBRAKDEMON_NAPALM_BOMB_LARGE: Sets how long the Object will last for before exploding by itself
  • MT_FALLINGROCK: Sets the highest number that can be randomly added to ActiveSound to set the ambience sound (Mass - 1)
Object Flags
  • Objects with MF_BOSS: Sets the sound made when the boss starts fleeing, after being defeated
  • Objects with MF_SPRING: Vertical movement speed of object being launched, in 1/65536 fracunits
Actions
  • A_MonitorPop: (of Object type # set by actor's Speed) Object type # of explosion Object to spawn

Damage

Objects
  • MT_PLAYER: Default Spin charging trail object type # (if revitem < 0)
  • MT_UNIDUS: Number of spikeballs to spawn
  • MT_EGGMOBILE: Sets health point to start spawning a smoke trail at
  • MT_EGGMOBILE2/MT_EGGMOBILE3/MT_EGGMOBILE4/MT_METALSONIC_BATTLE/MT_BLACKEGGMAN: Sets health point to switch to pinch phase behavior at
  • MT_BIGAIRMINE/MT_BIGMINE: Explosion range, in 1/65536 fracunits
  • MT_BOUNCEPICKUP/MT_RAILPICKUP/MT_AUTOPICKUP/MT_EXPLODEPICKUP/MT_SCATTERPICKUP/MT_GRENADEPICKUP: Time before panel disappears; also used as part of the code to make the panel "fade out" using transparency
  • MT_GHOST: Sets how long the ghost object lasts for, also used as its current state's duration
Object Flags
  • Objects with MF_BOXICON: Sets the maximum height above the ground the Object rises up to before stopping
  • Objects with MF_SPRING: Horizontal speed of Object being launched
Actions
  • A_Boss1Chase: Sets health point to switch to using pinch phase attack
  • A_Boss3Path: (of actor's tracer) Health point to switch to pinch phase speed at
  • A_Boss7Chase: Sets health point to start checking for missile-controlling players to fire at
  • A_Explode: Explosion range, in 1/65536 fracunits
  • A_MonitorPop: Object type # to spawn for monitor's icon
  • A_PointyThink: Sets how fast the spikeballs move around the actor when the player is moving
  • A_SparkFollow: Angle increment (Damage*FRACUNIT)
  • A_UnidusBall: Speed to be thrown at