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pattern
Ahmed Castro edited this page Aug 20, 2020
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1 revision
Attribute | Type | Required | Default | Description |
---|---|---|---|---|
bullet | string |
✔ | Bullet identifier | |
acceleration | integer |
0 |
Change of velocity added every frame | |
a_frequency | integer |
0 |
Frequency that the acceleration is applied | |
additional_player_hp_change | double |
0 |
Player's hit points through time, use this to apply poison or heal buffs | |
additional_player_velocity_x | integer |
0 |
Player's velocity change, use this to pull or push him or to in conjuction with to additional_player_velocity_y to reduce the general velocity |
|
additional_player_velocity_y | integer |
0 |
Player's velocity change, use this to push him up or down or to in conjuction with to additional_player_velocity_x to reduce the general velocity |
|
aim_player | yes/no |
no |
Makes the bullet angle point to the player | |
aim_player_on_begin | yes/no |
no |
Makes the bullet angle point to the player position when the bullet was created | |
angle | integer |
0 |
Rotation | |
angle_change | integer |
0 |
Rotation change through time | |
ac_frequency | integer |
0 |
Angle change frequency | |
animation_velocity | integer |
0 |
Sprite animation speed | |
auto_scale | double |
0 |
Bullet scale change through time | |
bullet_rotation | integer |
0 |
Rotates the bullet sprites withouth affecting other attributes such as the angle or hitboxes | |
br_change | integer |
0 |
Bullet rotation change through time | |
collides_bullets | yes/no |
no |
If the bullet collides with an opponent's one, both would be destroyed | |
collides_opponent | yes/no |
yes |
The bullet is able to hit the opponent | |
cooldown | integer |
0 |
Amount of frames between each bullet emision | |
duration | integer |
-1 |
Amount of frames before the bullet gets destroyed, -1 is infinite | |
freeze | yes/no |
no |
All bullet changes, such as velocity , acceleration or angle_chage are stopped |
|
homming | yes/no |
no |
Bullet will track the player | |
independent_br | yes/no |
no |
The bullet_rotation is independent from the angle
|
|
max_velocity | yes/no |
9999999 |
Velocity cap | |
offset_x | integer |
0 |
Pixels offset relative to the character on the x axis on emision | |
offset_y | integer |
0 |
Pixels offset relative to the character on the y axis on emision | |
random_angle | integer |
0 |
Adds a random angle from 0 to the provided number | |
startup | integer |
0 |
Amount of frames before emiting the bullet for the first time | |
stop_ac_at | integer |
-1 |
Amount of frames before stopping the angle_change , -1 means never |
|
undestructable | yes/no |
no |
The bullet can be destroyed by other bullets | |
velocity | integer |
0 |
Speed | |
modifier | modifier[] |
Modifies a pattern in a specific frame |
- Bold represents the Tags.
- Italic represents the attributes.
- [allows multiple] : The engine recognizes multiple sibling tags declarations.
- [integer] : The attribute is a numeric integer value. (examples: "128", "24", "53")
- [string] : The attribute is a text string value. (example: "Basic bullet", "misc/winner/1.png", "Chuy")
- [yes/no] : The attribute is a boolean "yes" or "no" vaule. (example: "yes", "no").
- [mandatory] : The attribute is mandatory and has to be defined.
- [default=X] : If the attribute is not defined, it will take the X value as default.