User:Monster Iestyn/Usage Lists
Appearance
Map Thing Flags Usage
Special
- Egg Mobile/Egg Slimer/Sea Egg/Eggscalibur/Metal Sonic (Battle)/Brak Eggman (Old and New)/
MF_BOSS: +MF2_BOSSNOTRAP(Ends level whenA_BossDeathis used) - Cannonball/Gargoyle/Eggman Statue/Snowman/Eggman Disco Statue/Dumb Metal Sonic/
MF_PUSHABLE: +MF_BOUNCE, +MF2_SLIDEPUSH(Makes object slide a bit when pushed, can bounce off walls) - All Item Boxes (except CTF Team Boxes): Turns object into a Strong Random Monitor
- Special Stage Token: Modified version for use with Mario blocks
- Spike (Floor): -
MF_SCENERY; Becomes a retracting spike - Maces (Swinging and Spinning): Maces don't play swinging sound
- Fan: +
MF_NOSECTOR(turns invisible) - Push Point/Pull Point: Push/pull strength fades in X and Y directions
- Skybox View Point: Becomes Skybox center point
- Super Paraloop/Drill Refill/Nightopian Helper/Extra Time/Link Freeze/
MF_NIGHTSITEM: +MF2_STRONGBOX(Requires bonus time to activate)
Ambush
- All Player Starts: Player spawns from ceiling
- Buzzes/Jetty-Syns/
A_BuzzFly/A_JetChase: Object will not move until it "spots" a player - Robo-Hood: Cannot jump
- Egg Guard: Moves twice as fast as normal
- Egg Mobile/
A_Boss1Laser: Use different laser attack - Egg Slimer: Speeds up after every hit
- Brak Eggman: Electric Barrier spawned
- Boss Waypoint: Sea Egg shoots torpedoes at the player when it reaches a Waypoint with this flag
- All Rings and Weapon Panels/Special Stage Token/Match Chaos Emerald Spawn/Spikeball/Coin: Makes the object float 32 fracunits higher
- All Item Boxes (except CTF Team Boxes): Turns object into a Weak Random Monitor
- Chains (Hang and Spin)/Maces (Swinging and Spinning): Chains/Maces become twice as big
- Spike (Floor): - (
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT), +MF_SOLID(becomes solid) - Flame Jet (Horizontal): Fire waves up and down instead of side-to-side
- Flame Jet (Vertical): Fire shoots downwards
- Cannonball/Gargoyle/Eggman Statue/Snowman/Eggman Disco Statue/Dumb Metal Sonic/
MF_PUSHABLE: -MF_PUSHABLE, +MF2_STANDONME(Object cannot be pushed) - Tumbleweeds (Big and Small): Bounces perpetually
- Diagonal Yellow Spring/Diagonal Red Spring: Object is rotated 22.5° degrees counterclockwise
- Push Point/Pull Point: Pushes/pulls in X, Y and Z directions
- Ideya Drone: Causes players to automatically die when they run out of time
- Super Paraloop/Drill Refill/Nightopian Helper/Extra Time/Link Freeze/
MF_NIGHTSITEM: -MF_NIGHTSITEM,+MF_SPECIAL(Spawn already displayed)
Special AND Ambush
- Cannonball/Gargoyle/Eggman Statue/Snowman/Eggman Disco Statue/Dumb Metal Sonic/
MF_PUSHABLE: +MF2_CLASSICPUSH(Object falls directly downwards, no sliding after landing on floor)
Special OR Ambush
- Extra Life Monitor: Turns into 10000-point Score monitor instead of 1000 in Record Attack
Object Property Usage
States
SpawnState
- All Objects: State set when first spawned on the map
Objects
MT_EGGMOBILE: (whenMF2_FRETis set) RemovesMF2_FRETandMF2_SKULLFLYwhen in this stateMT_EGGMOBILE2: Uses normal pinch phase behavior in this state (and health >Damage)MT_EGGMOBILE3: RemovesMF2_FRETwhen in this state; Normal/Shock mode stateMT_EGGMOBILE4: RemovesMF2_FRETwhen 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 attacksMT_METALSONIC_BATTLE: RemovesMF2_FRETwhen in this state; returns to this state if no players can be found, or after attacksMT_STARPOST: Untouched appearanceMT_SCORE: Reference state for score appearancesMT_NIGHTSCORE: Reference state for normal time score appearancesMT_GOTEMERALD: Reference state for normal special stage emerald appearancesMT_DROWNNUMBERS: Reference state for drowning number appearancesMT_ROCKCRUMBLE1: Reference state forMT_FALLINGROCKappearancesMT_BIGTUMBLEWEED/MT_LITTLETUMBLEWEED: Goes to this state after stoppingMT_NIGHTSBUMPER: Reference state for direction appearances
Object Flags
- Objects with
MF_BOSS: RemovesMF2_FRETbefore reaching this state - Objects with
MF2_SKULLFLY: (except forMT_EGGMOBILEReturns to this state after stopping
Actions
- A_ArrowCheck: Facing straight ahead state
- A_Boss1Chase/A_BrakChase: Goes back to this state if no players can be found
- A_Boss7FireMissiles: Goes back to this state if actor has no target
- A_BuzzFly: Goes back to this state if no players can be found
- A_Chase/A_FaceStabChase: Goes back to this state if no players can be found
- A_CrawlaCommanderThink: Goes back to this state if no players can be found
- A_DetonChase: Goes back to this state if no players can be found
- A_HoodThink: Goes back to this state if actor has no target
- A_InfoState: Goes to this state if var1 = 0
- A_GuardChase: Goes back to this state if no players can be found
- A_JetChase/A_JetbThink/A_JetgThink: Goes back to this state if no players can be found
- A_JetJawChomp: Goes back to this state if target has died, can't be seen, or doesn't exist
- A_RockSpawn: (of
MT_ROCKCRUMBLE1: Reference state forMT_FALLINGROCKappearances - A_SharpChase: Goes back to this state if no players can be found
- A_SharpSpin: Returns to this state when threshold = 0
- A_VultureCheck: Returns to this state after reaching the floor
SeeState
Objects
MT_PLAYER: Start of running animation used in Multiplayer Character Select menuMT_METALSONIC_BATTLE: Dashing attack animationMT_STARPOST: "Cleared" appearanceMT_BIGTUMBLEWEED/MT_LITTLETUMBLEWEED: Goes to this state when touched by a playerMT_HOOP/MT_NIGHTSWING: Xmas mode appearancesMT_NIGHTSPARKLE: Red version for Super Paraloop power-upMT_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
- A_1upThinker/A_MonitorPop: State to use for 1up icon overlay
- A_ChickenCheck: Goes back to this state when actor stops moving when on floor, and current state ID >
SeeState - A_FishJump: Goes to this state after making the object jump
- A_HoodThink: Aiming state
- A_InfoState: Goes to this state if var1 = 1
- A_JetJawRoam: Goes to this state when a player has been spotted
- A_Look: Goes to this state when a player has been found (Unless Var 2 = 2)
- A_MinusCheck: Returns to this state when Object hits floor
- A_SignPlayer: State to use for End sign icon overlay
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 stateMT_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
- A_GuardChase: Goes to this state when the shield has been destroyed
- A_HoodThink: Jumping state
- A_UnidusBall: When actor's target is in this state, actor is removed
MeleeState
Objects
MT_GOOP: Landing stateMT_BLACKEGGMAN: Punching face attack stateMT_EGGMOBILE2: Pinch phase pain stateMT_EGGMOBILE4: State for reversing mace spinning directionMT_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 appearancesMT_YELLOWORB/MT_BLUEORB/MT_BLACKORB/MT_WHITEORB/MT_GREENORB/MT_PITYORB: Overlay state
Actions
- A_BrakChase: Attack-choosing state #2
- A_Boss1Chase: Attack state #1
- A_Boss7Chase: Punching face attack state
- A_Chase: Melee attack state (Unless Var 1 = 1 or 3)
- A_FaceStabChase/A_SkimChase: Melee attack state
- A_FishJump: Goes to this state if Object is falling, and current state ID <
MeleeStateor >XDeathState - A_InfoState: Goes to this state if var1 = 2
- A_MinusCheck: Falling animation (object returns to this state if falling, and if current state ID number <
MeleeStateID number)
MissileState
Objects
MT_EGGMOBILE2: Object type # for pogo stick collision helperMT_EGGMOBILE3: Missile firing stateMT_EGGMOBILE4: State for speeding up mace spinningMT_METALSONIC_BATTLE: Missile firing stateMT_BLACKEGGMAN: Missile firing stateMT_YELLOWORB/MT_BLUEORB/MT_BLACKORB/MT_WHITEORB/MT_GREENORB/MT_PITYORB: Overlay state
Actions
- A_BrakChase: Attack-choosing state #1
- A_Boss1Chase: Attack state #2
- A_Boss2PogoTarget: Object type # for pogo stick collision helper
- A_Boss3Path: Missile firing state
- A_Boss7Chase: Missile firing state
- A_Chase: Missile attack state (Unless Var 1 = 2 or 3)
- A_FaceStabChase/A_SkimChase: Missile attack state
- A_HoodThink: Shooting state
- A_InfoState: Goes to this state if var1 = 4
- A_JetgThink: Shooting state
- A_MinusDigging: Popping out of ground state
- A_SharpChase: Goes to this state when reaction time = 0
- A_VultureVtol: Attacking state
DeathState
Objects
MT_PLAYER: Goes to this state if player has been killedMT_BIGAIRMINE/MT_BIGMINE: Goes to this state when the mine touches the playerMT_WATERDROP: Goes to this state if touched by a player or touches the groundMT_TURRET: Goes to this state if underwater/crushedMT_THROWNGRENADE/MT_CYBRAKDEMON_NAPALM_BOMB_LARGE: Goes to this state when about to explode by itselfMT_ROCKCRUMBLE1-MT_ROCKCRUMBLE16: Goes to this state when Object touches floorMT_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
- A_InfoState: Goes to this state if var1 = 4
- A_SharpChase/A_SharpSpin: Goes to this state if the actor has no health
XDeathState
- All Objects: By default Objects with fuses will go to this state when fuse = 0
Objects
MT_SHARP: Sharp's spinning attack stateMT_BLACKEGGMAN: Cannonball lobbing stateMT_NIGHTSCORE: Reference state for bonus time score appearancesMT_SPIKE: Spike fragment #2 state
Actions
- A_ArrowCheck: Facing downwards state
- A_Boss7Chase: Cannonball lobbing state
- A_BossDeath: By default the actor will use this as the fleeing state
- A_FishJump: If Object is falling, and current state ID >
XDeathState, Object is moved toMeleeState - A_HoodThink: Falling up state
- A_InfoState: Goes to this state if var1 = 5
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 partMT_EGGMOBILE2: Goes to this state for PogoingMT_EGGMOBILE2_POGO: Sets Object's target to this state if player touches itMT_EGGMOBILE3: End of missile firing attack rangeMT_EGGMOBILE4: Rising state for pinch phase initiationMT_METALSONIC_BATTLE: Attack charging up stateMT_BLACKEGGMAN: Jumping state/Platform destroying stateMT_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
- A_ArrowCheck: Facing upwards state
- A_Boss1Chase: Pinch phase attack, for when the object's health points go down to the value of
Damage - A_Boss2Pogo: Pogoing state
- A_DropMine/A_JetbThink: Object type # to drop
- A_HoodThink: Falling down state
- A_InfoState: Goes to this state if var1 = 6
- A_JetgShoot/A_ShootBullet: Object type # to shoot
Sounds
SeeSound
Objects
MT_EGGMOBILE1/MT_EGGMOBILE2: Sound made when a player is foundMT_METALSONIC_BATTLE: Attacking soundMT_REDRING: In NiGHTS DEVMODE, this Object'sSeeSoundis temporarily adjusted to become silent when fired to display Axis Transfers, but is restored immediately after each firingMT_NIGHTSBUMPER: Sound used when touched by the playerMT_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 everySpawnHealthtics.
Actions
- A_AwardScore: Score awarding sound
- A_BossFireShot/A_Boss1Laser/A_Boss7FireMissiles/A_BrakFireShot: (Of object being fired) Played when fired
- A_Boss1Spikeballs: (Of object being spawned) Spikeball spawning sound
- A_BombShield/A_ForceShield/A_JumpShield/A_RingShield/A_WaterShield/A_PityShield: Shield spawning sound
- A_CrawlaCommanderThink: (Of object being fired) Played when fired, only applies when Var1 != 0
- A_CustomPower: Power awarding sound
- A_DetonChase: Played when Object's reaction time is > 0
- A_FireShot/A_SuperFireShot/A_JetgShoot/A_ShootBullet: (Of object being fired) Played when fired
- A_GiveWeapon: Weapon awarding sound
- A_LobShot/A_BrakLobShot: (Of object being fired) Played when fired
- A_Look: (via A_PlaySeeSound) Played when a player is found (Unless Var 2 = 1)
- A_PlaySeeSound: Played when this action is used
- A_RingBox: Ring awarding sound
- A_SnailerThink: (Of object being fired) Played when fired
- A_SpawnFreshCopy: (Of object being spawned) Re-spawning sound
- A_SplitShot/A_MissileSplit/A_MultiShot: (Of object being fired) Played when fired
- A_TrapShot: (Of object being fired) Played when fired
AttackSound
Objects
MT_PLAYER: Thok soundMT_METALSONIC_BATTLE: Attack charging up soundMT_THROWNGRENADE: Beeping sound used by A_ThrownRing
Object Flags
- Objects with
MF2_FIRING: Firing sound
Actions
- A_BrakChase: Sound for attack-choosing state #2
- A_Boss2Chase/A_Boss2Pogo: Goop spraying sound
- A_BossZoom: Attacking sound
- A_Chase: Sound for Melee attack state (Unless Var 1 = 1 or 3)
- A_FaceStabChase/A_SkimChase: Sound for Melee attack state
- A_DropMine/A_JetbThink: Object dropping sound
- A_JetgShoot/A_ShootBullet: Shooting sound
- A_MinusPopup: Sound for busting out of ground
- A_PlayAttackSound: Played when this action is used
- A_SharpChase: Spinning attack charging sound; played when actor is going to
MissileState - A_ThrownRing: (
MT_THROWNGRENADEonly) Beeping sound, played every 35 tics
PainSound
Objects
MT_CRAWLACOMMANDER: Played when Object has been hurtMT_GOOP: Landing soundMT_EGGSHIELD/MT_FAKEMOBILE: Sound played when player bounces off ObjectMT_STARPOST: Sound played when touched by playerMT_NIGHTSWING: Sound played when collected by player (when in a NiGHTS special stage)
Actions
- A_Boss2TakeDamage: (via A_Pain) Played when this action is used
- A_Pain: Played when this action is used
- A_SetSolidSteam: Randomly plays either this or
DeathSoundwhen used
DeathSound
Objects
MT_EXPLODE: Sound played each time a bird is released byMT_EGGTRAPwhen destroyedMT_BIGAIRMINE/MT_BIGMINE: Explosion soundMT_WATERDROP: Landing sound - randomly adds a random number from 0 to the value ofMass- 1 to set the sound usedMT_NIGHTSSUPERLOOP/MT_NIGHTSDRILLREFILL/MT_NIGHTSHELPER/MT_NIGHTEXTRATIME/MT_NIGHTSLINKFREEZE: Sound played when collectedMT_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 hasMF2_DEBRIS)
Actions
- A_BossScream: Explosion sound
- A_MonitorPop: Monitor popping sound
- A_Scream: Played when this action is used (unless
MT_SHELLorMT_FIREBALLis the actor's tracer) - A_SetSolidSteam: Randomly plays either this or
PainSoundwhen used
ActiveSound
Objects
MT_EGGMOBILE2_POGO: Makes target play this sound if player touches itMT_METALSONIC_BATTLE: Dodging soundMT_BIGAIRMINE/MT_BIGMINE/MT_AQUABUZZ: Beeping soundMT_THROWNBOUNCE: Played when bouncing off floor/ceiling (also requiresMF_BOUNCEto work)MT_THROWNGRENADE/MT_CYBRAKDEMON_NAPALM_BOMB_LARGE: Played when bouncing off ceilingMT_FALLINGROCK: Ambience Sound, played only when bouncing off floor fast enough - randomly adds a random number from 0 to the value ofMass- 1 to set the sound usedMT_NIGHTSDRONE: Mare completed sound for non-special stage NiGHTS levelsMT_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
- A_BrakChase: (if actor is not
MT_CYBRAKDEMON) Sound to randomly play while action is being used - A_Boss2PogoSFX/A_Boss2PogoTarget: Bouncing sound
- A_GravityBox: Played when Gravity Boots powerup is given to target player
- A_MaceRotate: Swinging sound; played if Object is
MT_BIGMACE/MT_SMALLMACE, and its target isMT_MACEPOINT(unlessMF2_BOSSNOTRAPis set) - A_MinusDigging: Digging sound
- A_PlayActiveSound: Played when this action is used
- A_SkullAttack: Attacking sound
- A_TurretStop: Turret laser charging sound; played if Var 1 = 0
- A_VultureVtol: Attacking sound
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 healthMT_METALSONIC_BATTLE: Used to determine both dodging speed and dashing attack speed depending on actor's current healthMT_BLACKEGGMAN: Spawns a smoke trail if Object's heath is or above this valueMT_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 timeSeeSoundis 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_AMBUSHis 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
- A_AttractChase: Object to spawn when spilled
- A_AwardScore: Amount of score to award
- A_Boss1Chase: Reaction time to reset to after attacking
- A_DetonChase: If Object's reaction time = 0, this value sets the new reaction time
- A_FireShot/A_SuperFireShot/A_LobShot/A_MultiShot/A_BrakFireShot: Sets the actor's new reaction time (
ReactionTime*TICRATE*2;ReactionTime*TICRATEin Ultimate mode), unless the actor hasMF_BOSS - A_GravityBox: Powerup time to award
- A_HoodThink: Reaction time to reset to after attacking
- A_JetgShoot: Sets the actor's new reaction time (
ReactionTime*TICRATE*2;ReactionTime*TICRATEin Ultimate mode) - A_JetJawRoam: Sets the actor's reaction time for when the actor makes 180° turns
- A_PointyThink: Sets the distance the spikeballs are from the actor (
Radius*ReactionTime) - A_RingBox: Number of rings to award
- A_SetReactionTime: Sets the new reaction time for the Object, if Var 1 = 0
- A_SharpSpin: Sets the actor's reaction time for when it goes back to
SpawnState
PainChance
Objects
MT_PLAYER: Default Thok trail object type # (if thokitem < 0)MT_POINTY: Number of spikeballs to spawnMT_UNIDUS: Object type # of spikeballs to spawn; (of Object type set byPainChance) Radius from target ObjectMT_EGGMOBILE_BALL: Radius from target ObjectMT_METALSONIC_BATTLE: Dodging stateMT_BIGAIRMINE/MT_BIGMINE/MT_AQUABUZZ: Sets the interval between each timeActiveSoundis playedMT_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 ifPainChance> 0, enabling them to perform any aerial actions they would be able to do if they jumped
Actions
- A_AttractChase: (of the object set in
ReactionTime) Object to spawn when attracted by an Attraction Shield after being spilled - A_Boss2Chase/A_Boss2Pogo: Object type # for goop spawned
- A_DetonChase: If Object is further from target player than this, it stops chasing
- A_JetgShoot/A_ShootBullet: Shooting distance limit
- A_RingExplode: Explosion range
- A_SharpChase: Sets the actor's threshold when the actor goes to
MissileState
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 heightMT_EGGMOBILE2: Base rotational speed around axisMT_EGGMOBILE3: Movement speed; doubled if in panic modeMT_METALSONIC_BATTLE: Object type # of fired missilesMT_BLACKEGGMAN_MISSILE: Movement speed when controlled by a playerMT_EMERALD1-MT_EMERALD7: Determines the emerald flags to add to the globalemeraldsvalue orpw_emeralds, to tell the game which emeralds the player hasMT_SPIKE: Default time between being retracted and not retractedMT_YELLOWORB/MT_BLUEORB/MT_BLACKORB/MT_WHITEORB/MT_GREENORB: Shield type to check forMT_SEED: Vertical movement speedMT_KOOPAFLAME: Movement speedMT_SHELL: Movement speed launched at when touched by playerMT_NIGHTSBUMPER: Speed of object being launched, in fracunits (Set toSpeedwhen NiGHTS Super Sonic,Speed/75 otherwise)MT_NIGHTSSUPERLOOP/MT_NIGHTSDRILLREFILL/MT_NIGHTSHELPER/MT_NIGHTEXTRATIME/MT_NIGHTSLINKFREEZE: Powerup time given
Object Flags
- Objects with
MF_PUSHABLEandMF2_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
- A_AttractChase: Speed the actor chases players with an Attraction Shield at, in 1/65536 fracunits
- A_Boss1Chase/A_Boss7Chase/A_BrakChase: Movement speed, in fracunits
- A_Boss2PogoSFX: Horizontal speed, in 1/65536 fracunits (Set to
Speedif player < 256 fracunits away,Speed*Var2 if further away) - A_Boss2PogoTarget: Horizontal speed, in 1/65536 fracunits (Set to
Speed*Var2) - A_Boss3Path: Movement speed, in 1/65536 fracunits
- A_BossZoom: Attacking speed (
Speed*5*FRACUNIT) - A_BuzzFly: Movement speed, in fracunits (Set to
Speed*1.25 in Ultimate mode) - A_Chase/A_FaceStabChase/A_SkimChase: Movement speed, in fracunits
- A_FocusTarget: Movement speed, in 1/65536 fracunits (either fixed speed or increase in speed, depending on Var1's value)
- A_GuardChase: Movement speed, in fracunits (Set to
Speed*2 when actor hasMF_AMBUSH) - A_JetChase: Movement speed, in 1/65536 fracunits (Normally set to
Speed/4;Speed/2 in Ultimate mode) - A_JetJawChomp: Movement speed, in fracunits
- A_JetJawRoam: Roaming speed, in 1/4 fracunits (Set to
Speed*FRACUNIT/4) - A_MaceRotate: Sets radius of Object from its target
- A_MonitorPop: Object type # to spawn for monitor's remains
- A_MouseThink: Movement speed, in 1/65536 fracunits
- A_PointyThink: Movement speed of actor moving forwards/backwards when the player is moving, in 1/65536 fracunits
- A_RotateSpikeBall: Radius from target (12*
Speed); Angle increment - A_ScoreRise: Rising speed, in 1/65536 fracunits
- A_SharpChase: Movement speed, in fracunits
- A_SharpSpin: Thrusting speed to increase by, in fracunits
- A_SnailerThink: Rising/lowering speed, in 1/65536 fracunits
- A_SparkFollow: Radius from target
- A_TrapShot: (of Object being fired) Speed of fired Object
- A_UnidusBall: Rotational speed
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 spawnedMT_UNIDUS: Default height above ground if spawned directly on itMT_EGGMOBILE/MT_EGGMOBILE2: Sets the sound made when the boss starts fleeing, after being defeatedMT_EGGMOBILE3: Object type # of fake copies of the boss to spawn for pinch phaseMT_METALSONIC_BATTLE: Sound for bouncing off walls during dashing attackMT_BIGAIRMINE/MT_BIGMINE: Object type # of explosion spawnedMT_FAN: Maximum vertical speed to push players and pushable objects up atMT_STEAMJET: Vertical speed to thrust players and pushable objects atMT_WATERDROP: Sets the highest number that can be randomly added toDeathSoundto set the landing sound (Mass- 1)MT_BOUNCEPICKUP/MT_RAILPICKUP/MT_AUTOPICKUP/MT_EXPLODEPICKUP/MT_SCATTERPICKUP/MT_GRENADEPICKUP: Power-up type to award toMT_BOUNCERING/MT_RAILRING/MT_AUTOMATICRING/MT_EXPLOSIONRING/MT_SCATTERRING/MT_GRENADERING/MT_INFINITYRING: Power-up type to award toMT_THROWNGRENADE/MT_CYBRAKDEMON_NAPALM_BOMB_LARGE: Sets how long the Object will last for before exploding by itselfMT_FALLINGROCK: Sets the highest number that can be randomly added toActiveSoundto 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 spawnMT_EGGMOBILE: Sets health point to start spawning a smoke trail atMT_EGGMOBILE2/MT_EGGMOBILE3/MT_EGGMOBILE4/MT_METALSONIC_BATTLE/MT_BLACKEGGMAN: Sets health point to switch to pinch phase behavior atMT_BIGAIRMINE/MT_BIGMINE: Explosion range, in 1/65536 fracunitsMT_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 transparencyMT_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