Code: Select all
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--CREDIT TO TROSH, HATNINJA ,AND MAURICE FOR PARAMETERS LIST--
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--oh god
parameters = {"\"quadcount\": integer",
"\"NoSpriteSets\": boolean",
"\"AnimationType\": \"text\"",
" \"frames\"",
" \"AnimationStart\": integer",
" \"AnimationFrames\": integer",
" \"AnimationSpeed\": decimal",
" \"mirror\"",
" \"AnimationSpeed\": decimal (seconds)",
" \"QuadNo\": integer",
" \"none\"",
" ",
"\"DontMirror\": boolean",
"",
"\"SpawnOffsetX\": decimal (blocks)",
"\"SpawnOffsetY\": decimal (blocks)",
"\"Width\": decimal (blocks)",
"\"Height\": decimal (blocks)",
"\"OffsetX\": decimal (pixels)",
"\"OffsetY\": decimal (pixels)",
"\"QuadCenterX\": decimal (pixels)",
"\"QuadCenterY\": decimal (pixels)",
"\"CustomScissor\": decimal array (blocks)",
"",
"\"SpeedX\": decimal (blocks/second)",
"\"SpeedY\": decimal (blocks/second)",
"\"Gravity\": decimal (blocks/second2)",
"\"Lifetime\": decimal (seconds)",
"\"Static\": boolean",
"\"SpawnSound\": \"string\"",
"\"NotKilledFromBlocksBelow\": boolean",
"\"JumpsFromBlocksBelow\": boolean",
"\"MakesMarioStar\": boolean",
"\"RemoveOnMarioContact\": boolean",
"\"DontMirror\": boolean",
"",
"\"Active\": boolean",
"\"Category\": integer",
"\"Mask\": boolean array",
"\"Portalable\": boolean",
"\"Kills\": boolean",
"\"KillsOnSides\": boolean",
"\"KillsOnBottom\": boolean",
"\"KillsOnTop\": boolean",
"\"KillsEnemies\": boolean",
"\"KillsEnemiesAfterPortal\": boolean",
"\"NoCollideStops\": boolean",
"\"EmancipateCheck\": boolean",
"\"AutoDelete\": boolean",
"\"LaserResistant\": boolean",
"\"ResistsFire\": boolean",
"\"ResistsStar\": boolean",
"\"ResistsSpikes\": boolean",
"\"Bounces\": boolean",
"\"BounceForce\": decimal (blocks/second)",
"",
"\"StompComboSuppressor\": boolean",
"\"Stompable\": boolean",
"\"StompAnimation\": boolean",
"\"StompAnimationTime\": decimal",
"\"StompedFrame\": integer",
"\"KilledByBoxes\": boolean",
"",
"\"ShellAnimal\": boolean",
" \"SmallMovement\": \"text\"",
" \"SmallSpeed\": decimal (blocks/second)",
"",
"",
" \"SpawnEnemyDelays\": decimal array (seconds)",
" \"ThrowQuadOffset\": integer",
" \"ThrowPrepareTime\": decimal",
"",
" \"SpawnEnemySpeedX\": decimal (blocks/second)",
" \"SpawnEnemySpeedY\": decimal (blocks/second)",
"",
" \"SpawnEnemySpeedXRandomStart\": decimal (blocks/second)",
" \"SpawnEnemySpeedYRandomStart\": decimal (blocks/second)",
" \"SpawnEnemySpeedXRandomEnd\": decimal (blocks/second)",
" \"SpawnEnemySpeedYRandomEnd\": decimal (blocks/second)",
"",
" \"SpawnEnemyTowardsPlayer\": boolean",
" \"SpawnEnemySpeed\": decimal (blocks/second)",
"",
"\"Movement\": \"text\"",
" \"none\"",
" \"truffleshuffle\"",
" \"TurnAroundOnCliff\": boolean",
" \"TruffleshuffleSpeed\": decimal (blocks/second)",
" \"TruffleshuffleAcceleration\": decimal (blocks/second?)",
" \"piston\"",
" \"PistonDistX\": decimal",
" \"PistonDistY\": decimal",
" \"PistonSpeedX\": decimal",
" \"PistonSpeedY\": decimal",
" \"PistonExtendTime\": decimal",
" \"PistonRetractedTime\": decimal",
" \"DontPistonNearPlayer\": boolean",
" \"DontPistonDist\": decimal",
" \"InactiveOnRetracted\": boolean",
" \"follow\"",
" \"followspace\": decimal (blocks)",
" \"DistanceTime\": decimal",
" \"shell\"",
" \"WakesUp\": boolean",
" \"ResetTime\": decimal (seconds)",
" \"WiggleTime\": decimal (seconds)",
" \"WiggleDelay\": decimal (seconds)",
" \"ChaseMarioOnWakeup\": boolean",
" \"squid\"",
" \"SquidFallSpeed\": decimal",
" \"SquidXSpeed\": decimal",
" \"SquidUpSpeed\": decimal",
" \"SquidAcceleration\": decimal (blocks/second2)",
" \"SquidDownDistance\": blocks",
" \"SquidHorDistance\": blocks",
" \"rocket (upfire)",
" \"RocketDistance\": blocks",
" \"verticalwiggle\"",
" \"VerticalWiggleDistance\": blocks",
" \"VerticalWiggleSpeed\": decimal (blocks/second)",
"\"MovementRandoms\": \"text array\"",
"\"Jumps\": boolean",
"\"JumpTime\": decimal (seconds)",
"\"JumpForce\": decimal"
}
--OH GOD NO!!!
parameters2 = {" Number of frames in enemy.png. Defaults to 1",
" Graphic will not be vertically split for the 4 spritesets. Defaults to false",
" Type of animation.",
"",
" first 1-indexed frame from the quads used in normal-state animation",
" number of frames used in normal-state animation",
" frame duration in seconds",
"",
" Time between each mirror of the image",
" Frame to use. Defaults to 1",
"",
" ",
"",
"",
"\"SpawnOffsetX\": decimal (blocks) X-offset from block (in-editor spawn placement or center of ancestor)",
"\"SpawnOffsetY\": decimal (blocks) Y-offset from block (in-editor spawn placement or center of ancestor)",
"\"Width\": decimal (blocks) Width of the entity box. This allows collisions to happen correctly",
"\"Height\": decimal (blocks) Height of the entity box. This allows collisions to happen correctly",
"\"OffsetX\": decimal (pixels) X-Offset for the image",
"\"OffsetY\": decimal (pixels) Y-Offset for the image",
"\"QuadCenterX\": decimal (pixels) X-Center of quads for rotation",
"\"QuadCenterY\": decimal (pixels) Y-Center of quads for rotation",
"\"CustomScissor\": decimal array (blocks) Only draw parts of an enemy. The coordinates are set from top-left of the enemy's block.",
"",
"\"SpeedX\": decimal (blocks/second) Horizontal speed",
"\"SpeedY\": decimal (blocks/second) Vertical speed",
"\"Gravity\": decimal (blocks/second2) Negative vertical acceleration",
"\"Lifetime\": decimal (seconds) Lifetime before this enemy is killed",
"\"Static\": boolean Object won't move or be affected by gravity (better performance)",
"\"SpawnSound\": \"string\" Sound that gets played when this enemy is created",
"\"NotKilledFromBlocksBelow\": boolean Will not die if on a block that gets hit by Mario from below",
"\"JumpsFromBlocksBelow\": boolean Will jump if on a block that is hit by Mario from below",
"\"MakesMarioStar\": boolean Makes Mario starred on contact",
"\"RemoveOnMarioContact\": boolean Will get removed when Mario touches it",
"\"DontMirror\": boolean Graphic will not get mirrored when moving left",
"",
"\"Active\": boolean Object is updated and can collide (Usually true!)",
"\"Category\": integer Existing categories",
"\"Mask\": boolean array Array of categories masked with this enemy. If enemy.mask[otherenemy.category] is true, they won't collide.",
"\"Portalable\": boolean Whether the enemy goes through portals. Defaults to true",
"\"Kills\": boolean Whether Mario dies upon any contact with this enemy's entity box",
"\"KillsOnSides\": boolean Whether Mario dies upon contact with the sides of this enemy's entity box",
"\"KillsOnBottom\": boolean Whether Mario dies upon contact with the bottom of this enemy's entity box",
"\"KillsOnTop\": boolean Whether Mario dies upon contact with the top of this enemy's entity box",
"\"KillsEnemies\": boolean Kills other enemies on contact",
" Turns on KillsEnemies after going through a portal",
"\"NoCollideStops\": boolean Whether this enemy continues motion after collision (useful with bullets for example)",
"\"EmancipateCheck\": boolean Whether this enemy is emancipated by emancipation grills",
"\"AutoDelete\": boolean Enemy will be auto deleted if too low or behind the screen",
"\"LaserResistant\": boolean Makes this enemy immune to lasers",
"\"ResistsFire\": boolean Makes this enemy immune to Mario's fireballs",
"\"ResistsStar\": boolean Makes this enemy immune to starred Mario",
"\"ResistsSpikes\": boolean Makes this enemy immune to spikes (tile property)",
"\"Bounces\": boolean Whether this enemy will bounce every time it hits the floor",
"\"BounceForce\": decimal (blocks/second) How strong each bounce will make the enemy fly up",
"",
"\"StompComboSuppressor\": boolean These enemies won't add to the player's combo of jumping on top of many enemies in a row",
"\"Stompable\": boolean Whether this enemy can be stomped",
"\"StompAnimation\": boolean Whether the enemy changes to stompedframe when stomped",
"\"StompAnimationTime\": decimal Duration of StompedFrame",
"\"StompedFrame\": integer 1-indexed frame used when stomped",
"\"KilledByBoxes\": boolean Makes this enemy stompable by cubes (doesn't require Stompable to be true)",
"",
"\"ShellAnimal\": boolean Whether this enemy can retract into a shell:",
" \"SmallMovement\": \"text\" When stomped and a ShellAnimal, enemy will change to this enemy type",
" \"SmallSpeed\": decimal (blocks/second) Speed when getting kicked or changing directions",
"",
"If \"SpawnsEnemy\": \"text\" has a value, then this enemy will spawn that enemy according to the following parameters:",
" \"SpawnEnemyDelays\": decimal array (seconds) A list of delays from which a random one is chosen every time",
" \"ThrowQuadOffset\": integer How much to add to the used quad",
" \"ThrowPrepareTime\": decimal Amount of time before the actual throw that the throwquad is used",
" Simple speed",
" \"SpawnEnemySpeedX\": decimal (blocks/second) X-Speed of spawned enemies",
" \"SpawnEnemySpeedY\": decimal (blocks/second) Y-Speed of spawned enemies",
" Random speed (Can be random for hor and simple for ver for example)",
" \"SpawnEnemySpeedXRandomStart\": decimal (blocks/second) Minimum value of horizontal speed (negative for left)",
" \"SpawnEnemySpeedYRandomStart\": decimal (blocks/second) Minimum value of vertical speed",
" \"SpawnEnemySpeedXRandomEnd\": decimal (blocks/second) Maximum value of horizontal speed",
" \"SpawnEnemySpeedYRandomEnd\": decimal (blocks/second) Maximum value of vertical speed",
" Towards nearest player",
" \"SpawnEnemyTowardsPlayer\": boolean Override child SpeedX and SpeedY",
" \"SpawnEnemySpeed\": decimal (blocks/second) Set child SpeedX and SpeedY accordingly",
"",
"\"Movement\": \"text\" Movement type",
" \"none\"",
" \"truffleshuffle\" (Goombas)",
" \"TurnAroundOnCliff\": boolean Whether horizontal speed is reversed upon arrival on cliff",
" \"TruffleshuffleSpeed\": decimal (blocks/second) Speed of horizontal movement",
" \"TruffleshuffleAcceleration\": decimal (blocks/second?) Acceleration of horizontal movement",
" \"piston\" (piranha plants)",
" \"PistonDistX\": decimal Horizontal displacement of piston in blocks",
" \"PistonDistY\": decimal Vertical displacement of piston in blocks",
" \"PistonSpeedX\": decimal Horizontal speed",
" \"PistonSpeedY\": decimal Vertical speed",
"",
"",
"",
" \"DontPistonDist\": decimal Piston won't extend (but retract!) if player is this near",
" \"InactiveOnRetracted\": boolean Whether the enemy loses spawn and kill properties while retracted",
" \"follow\" (Lakitu)",
" \"followspace\": decimal (blocks) The enemy will try to stay inside this many blocks from the player",
" \"DistanceTime\": decimal Multiplied with the player speed to estimate where the player will be in this many seconds, that position is used then",
" \"shell\" (koopa shell)",
" \"WakesUp\": boolean Whether this enemy returns to initial state",
" \"ResetTime\": decimal (seconds) How long until this enemy wakes up from its shell",
" \"WiggleTime\": decimal (seconds) How long before waking up the enemy will wiggle",
" \"WiggleDelay\": decimal (seconds) Time between each wiggler",
" \"ChaseMarioOnWakeup\": boolean Whether the enemy might walk right if Mario is to its right on wake up",
" \"squid\"",
" \"SquidFallSpeed\": decimal Speed at which this enemy moves down (Phase 1)",
" \"SquidXSpeed\": decimal Speed at which this enemy moves right and left (Phase 2)",
" \"SquidUpSpeed\": decimal Speed at which this enemy moves up (Phase 2)",
" \"SquidAcceleration\": decimal (blocks/second2) How fast the enemy accelerates",
" \"SquidDownDistance\": blocks How far the enemy falls down",
" \"SquidHorDistance\": blocks How far the enemy goes left/right",
" \"rocket (upfire)",
" \"RocketDistance\": blocks How high this enemy will get shot up every time",
" \"verticalwiggle\" (Cheep Cheep)",
" \"VerticalWiggleDistance\": blocks How far this enemy will wiggle downwards",
" \"VerticalWiggleSpeed\": decimal (blocks/second) How fast this enemy wiggles up and down",
"\"MovementRandoms\": \"text array\" Movement types of which a random one is chosen (Overrides Movement)",
"\"Jumps\": boolean If the enemy will jump.",
"\"JumpTime\": decimal (seconds) How long before the enemy jumps again.",
"\"JumpForce\": decimal How fast the enemy will jump up."
}
--*DIES*