Reference:Extra Parameters

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Make sure you have the latest Fraxy version, some of these exparams will be different (or, of course, not even exist) if your version is too old. Exparams are manipulated via events, so if you don't understand events you may have a bit of trouble with this. The parameters are located under event action "Part Status - Change extra param".

Use of the parameters on parts not mentioned in this page (or the official list) may cause errors.

There is a listing of all of the extra parameters on the main Fraxy site.


Contents


What are Extra Parameters?

Extra Parameters are the ultimate tool for adjusting a part's (usually a Weapon part) settings directly in order to change certain traits for it. For example, you can make the Slow Ray shoot very fast with a slight curve.

As noted above, they are used in events, usually having the Condition of Always so they never change. Parts can have as little as 3 Extra Parameters, but the more complex ones (eg. Energy Eggs and Missiles) have much more. If this is the case, then each the first event dedicated to them MUST have the same initial effect: Parameter 1: ? (usually 1 for activation).

Extra Parameters can be a little difficult to understand, but if you play around a little and dissect some bosses, you shouldn't have too much trouble with using them.

Here is an example of what it would be like. Suppose you wanted a Bullet that shot very fast when fired but slowed down to a crawl before disappearing and have no curve.

Creating a new event:

  • Condition: Always
  • Action 1: Parameter 1 - Value 1 (Activates the Extra Parameters)
  • Action 2: Parameter 2 - Value 3500 (This is the speed when fired)
  • Action 3: Parameter 3 - Value 100 (This is the speed after firing)
  • Action 4: Parameter 4 - Value 0 (This is the curve angle)

Note that Parameters you don't to change will default to 0. In some cases, this can lead to unexpected effects, although in this case, omitting Effect 4 would be alright. As a guide, you will want to add Extra Parameters that affect speed and lifespan as having 0 speed means it will not move and having 0 life means it will instantly disappear/explode.

As of 20091219beta, Extra Parameter values have math functions (+,-,*,/). This can be useful for looped changing of values to produce interesting effects without having a ton of events. One excellent use of this is changing the curve gradually, like...

Assume other Extra Parameters are set. This is a Bullet part.

  • Condition: Always
  • Action 1: ExParam Addition(+,-) (Target Extra Parameter 4) = 1

This will always add 1 to Extra Parameter 4, gradually making the curve more. If you want subtraction, simply make it a negative value.

Bullet-like Weapons (v20080723)

Last Updated v20110623beta

These parameters only work like this on these parts: {Bullet (all forms), Burner, Grenade, Needle Gun, Plasma Ring, Power Ball, Ripple, Slow Ray, Vulcan (all forms), Reflect Ray (initially)}

Parameter 1: Speed Cycle Count

  • This one makes the bullet "bounce", if you set it to 0 (default) then the weapons work like normal, if you set it to something like 10, the bullets will have an oscillating motion. (To be specific, this is the number of trips from the speed at Parameter 2 to the speed at Parameter 3 during the lifetime of the bullet).
  • Value limits: (-Infinity - +Infinity)
    • 0 means the shot will move normally, and ex-params 2, 3, and 4 will be ignored. Ex paras 5, 6, and 8 are not affected by this.
    • Recommended value: {1~10} - anything above this might start to look and behave weird, this is the best range of values to use if you want the weapon to still be useful :P. Feel free to experiment, as always.

Note: To have the speed constant, just use 1 for this and set Parameter 2 and Parameter 3 to the same value.

Parameter 2: First Limiting Speed of Bullets

  • This sets the initial velocity/speed of the bullets and one of the two extremes of the speed cycling.
  • Value limits: (-4000 - 4000)

Note: Using this with the Vulcan-Cross and Vulcan-Cross Reverse will also modify the spinning speed.

Parameter 3: Second Limiting Speed of Bullets

  • This sets the other extreme of the speed cycling. This will be the ending speed for the bullet.
  • Value limits: (-4000 - 4000)

Parameter 4: Curve Angle/Rotation

  • This will make the bullets "curve" a certain direction.
  • Value limits: (-4096 - 4096)
  • Recommended limits: (-256 - 256) - otherwise you might get undesirable behavior (feel free to experiment of course, this is just a guideline)

Parameter 5: Number of Bullets per Shot

  • This changes the number of Bullets fired per shot (ex. Every 2 frames a Bullet will fire 5 shots instead of one). This also negates the "Weapon Stacking" technique for Bullet-Type Weapons.
  • Value limits: (0 - infinity)
    • Although there is no limit, remember that higher numbers will end up with massive slowing down. Too many weapons with this can also exceed the Bullet limit in fraxy. All in all, simply be careful.

Parameter 6: Firing Angle

  • This splits the weapon and makes the shots fan out and become unstacked. Works in conjunction with Parameter 5.
  • Value limits: (-2048 - 2048)
    • 2048 is 360 degrees with 0 at center. -2048 is 360 degrees and is offset by +/- 128. See this pic.

Parameter 8: Frame of Dissipation

  • This is the frame at which a shot will become non-existent.
  • Value limits: (0 - infinity) - While the end value is potentially infinite, it's not wise to make it too large, due to the bullet limit in Fraxy.

Parameter 12: Explosion Size (Grenade Only)

  • This adjusts the size of the Grenade explosion. Only used for Grenades.
  • Value Limits: (0 - 1000)

Parameter 16: Rotation Options

  • This allows for potential "trick shots" for bullet-type weapons. Use examples include: homing in on player, Winder Bullet mimic, shot direction change mid fire.
  • Value Limits: (0, 1, 2, 8, 9, 10, 16, 17, 18, 24, 25, 26, 32, 33, 34, 40, 41, 42, 56, 57, 58)
    • 0 - Normal
    • 1 - Direction Change Enabled
    • 2 - Homing Enabled
    • +8 - Rotation Speed Fading Out Enabled
    • +16 - Rotation Speed Fading In Enabled
    • +32 - Rotation Fade Control Enabled (Need/Use 24) (Clarify)

Homing Laser (v20080723)

Last Updated v20110623

Parameter 1: ON/OFF flag

  • This turns on the usage of the other three Parameters.
  • Value limit: {0/1}

Parameter 2: Maximum Speed

  • This is the maximum speed of the bullets. this is also the speed that the bullets are fired at.
  • Value Limits: {0~8000}

Parameter 3: Laser Acceleration

  • This is how fast the laser moves. "Reaction ratio when discharging."
  • Value Limits: {0~300}
    • Value 100 = normal reaction/behavior.

Parameter 4: Homing Effectiveness

  • This is how effective the homing is. "Maximum rotary quantity when pursuing."
  • Value Limits: {0~256}

Parameter 5: Laser Thickness

  • This is how thick the laser is.
  • Value Limits: {0-500}

Parameter 6: Laser Length

  • This is how long the laser is.
  • Value Limits: {0-1000}

Parameter 7: Frame Rate of Speed

  • This is the rate of laser acceleration. Higher values means slower acceleration. "Frame rate to maximum path velocity."
  • Value Limits: {0-256} "Frame rate for max speed."

Parameter 8: Stopping Frame

  • This is the frame at which a shot will stop moving.
  • Value limits: {0 - Infinity} - While the end value is potentially infinite, it's not wise to make it too large, due to the bullet limit in Fraxy.

Parameter 9: Frame Charge Value

  • This adjusts the number of frames needed for a shot to fire. Now, lock-on lasers are possible!
  • Value Limits: (-1 - 256)
    • -1 - Instant?
    • 0 - Default
    • 1 - 256 - Adjusted Charge Frame Value


Gravity Well (v20080804)

Last Updated v2010????

Specific Parameters for the Gravity Well will allow you to change the polarity of the gravity, the range, and the strength of the gravity.

Parameter 1: Direction

  • Value Limits: {-1~1}
    • -1: Repulsive
    • 0: Normal (defined by attack action)
    • 1: Normal (defined by Parameters)

Parameter 2: Range

  • Value Limits: {1~2000}

Parameter 3: Strength

  • Value Limits: {1~300}(%)
  • To make it repel instead of attract, set Parameter 1 to "-1".

Sonic Wave (v20080804)

Last Updated v2010????

Like the Gravity Well, you'll be able to change the direction and strength, but you will also be able to change the size of the wave.

Parameter 1: Direction

  • Value Limits: {-1~1}
    • -1: Attract
    • 0: Repel (ex-params off)
    • 1: Repel (adjusted by parameters)

Parameter 2: Width

  • Value Limits: {1~2000}
  • Determines the width of the wave.

Parameter 3: Strength

  • Value Limits: {1~300}
  • Determines the strength of the wave.

Parameter 4: Length

  • Value Limits: (1-100)
    • Determines the length (range) of the wave.

Barrier (v20080825)

Last Updated v20110623beta

Barrier naturally protects a wide, circular area, and cannot be broken. but with parameters, you can change this.

Parameter 1: Activate and Option

  • This turns on the usage of other three Parameters.
  • Value limit: -1, 0, 1, 2, 4
    • -1, 2 - Counter-Clockwise
    • 0 - Default (Deactivates Extra Parameters)
    • 1 - Clockwise
    • +4 - Hidden (shield graphic does not appear)
    • +8 - Enable Damage Tracking, use in conjunction with Notify Status &4 to trigger.

Parameter 2: Size

  • This controls the size of the barrier.
  • Value Limit: 1 - 2000%

Parameter 3: Durability

  • This controls the Durability of the barrier. Functions much like part durability.
  • Value Limit: None
    • -2: Transparent
    • -1: Indestructible
    • 1 - 999999 - Barrier Durability

note that if a barrier is destroyed, the status "&1" is sent at the very FRAME of its destruction. To reset a barrier, use an event to set its attack pattern to anything.

Parameter 4: Size of Arc

  • Controls the amount of area that the barrier protects.
  • Value Limit: 1 - 2048
    • 2048 means full coverage. (Full circle barrier)

Parameter 9: Reflection Attribute Value

  • This tells what the weapon will reflect (Energy Walls, Barriers, lasers and Blades), or what the weapon will reflect off of (Reflect Ray and Ion Ring).
  • Value Limits: (-1 to infinity)
    • -1 - No reflection/Disable Reflection.
    • 0 - Normal reflection.
    • Bit Values (Geometric series with Powers of 2) (1,2,4,8,16,...)
      • It works like this: A Energy Wall and a Reflect Ray both with a value of 2 will cause reflection. A Wall with a value of 3 (combination of 1+2) will reflect any Ray with a value of 1, 2, or 3. A Wall with value of 2 will not reflect any Ray with a value not equal to 2.
      • Some Bit Values: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096...

Parameter 11: Shield Attributes

  • Unknown...
  • Value Limit: (-1 - Infinite)


Energy Egg (v20080825)

Last Updated v20110623beta

This weapon is the second most complex one ever created and has the most potential for different situations. If you have ever seen the final boss of RayForce, then you probably have seen this before. You can see a further description of this item in the Item Index but now here is how it can be adaptable...

Parameter 1: ON/OFF Switch

  • This turns on the usage of all extra parameters.
  • Value Limit: 0=Off, 1=On

Parameter 2: Initial Speed

  • This is the starting speed of the main shot.
  • Value Limits: (-4000 to 4000)

Parameter 3: Ending Speed

  • This is the ending speed of the main shot.
  • Value Limits: (-4000 to 4000)

Parameter 4: Curve Angle

  • This the left/right curve of the main shot.
  • Value Limits: (-4096 to 4096)

Parameter 5: Shrapnel Discharge Type

  • This sets how the shrapnel will be released.
  • Value Limits: (-2 to 2)
    • -2 - Shrapnel shoots in a spread in front of the main shot.
    • -1 - Shrapnel shoots shots in front of the main shot.
    • 0 - Shrapnel explodes in all directions of main shot.
    • 1 - Shrapnel shoots shots towards the player.
    • 2 - Shrapnel shoots in a spread towards the player.

Parameter 6: Shrapnel Shot Type

  • This is the type of shrapnel released.
  • Value Limits:
    • 0 - None
    • 1 - Vulcan
    • 2 - Bullet
    • 4 - Power Ball
    • 6 - Homing Laser
    • 8 - Plasma Ring
    • 12 - Slow Ray (when on setting 0, all of the beams are pushed into 2 separate beams that move forward)
    • 14 - Grenade Explosion (done when main shot reaches self-destruct distance)
    • 16 - Grenade
    • 17 - Needle Gun
    • 18 - Ripple
    • 21 - Missiles
    • 23 - Reflect Ray
    • 24+ - Ion Ring

Parameter 7: Endurance

  • How much damage one Egg can take before it is destroyed. Also used to make shots unhittable or invulnerable.
  • Value Limits: {-2~∞}
    • 1+ - Health of Egg
    • -1 - Invulnerable
    • -2 - Transparent/Disable Hit check

Parameter 8: Lifetime/Self-Destruct

  • The Lifetime of the Egg in frames.
  • Value Limits: (1-1000)

Parameter 13: Shrapnel Activation

  • Value Limits: (-1 - 7)
    • -1 - No shrapnel
    • 0 - Default
    • +1 - Discharge when shot Self-Destructs
    • +2 - Discharge when shot is Destroyed
    • +4 - Discharge when shot hits Player

Parameter 16: Rotation Options

  • This allows for potential "trick shots" for bullet-type weapons (assumed the shrapnel). Use examples include: homing in on player, Winder Bullet mimic, shot direction change mid fire.
  • Value Limits: (0, 1, 2, 8, 9, 10, 16, 17, 18, 24, 25, 26, 32, 33, 34, 40, 41, 42, 56, 57, 58)
    • 0 - Normal
    • 1 - Direction Change Enabled
    • 2 - Homing Enabled
    • +8 - Rotation Speed Fading Out Enabled
    • +16 - Rotation Speed Fading In Enabled
    • +32 - Rotation Fade Control Enabled (Need/Use 24) (Clarify)

Blade (v20081118)

Last Updated v20110623beta

Parameter 1: ON/OFF Switch

  • This turns on the usage of all extra parameters.
  • Value Limit: 0=Off, 1=On

Parameter 2: Length

  • Sets the length of the Blade.
  • Value Limits: (1-300)

Parameter 3: Width

  • Sets the width of the Blade.
  • Value Limits: (1-300)

Parameter 9: Reflection Attribute Value

  • This tells what the weapon will reflect (Energy Walls, Barriers, lasers and Blades), or what the weapon will reflect off of (Reflect Ray and Ion Ring).
  • Value Limits: (-1 to infinity)
    • -1 - No reflection/Disable Reflection.
    • 0 - Normal reflection.
    • Bit Values (Geometric series with Powers of 2) (1,2,4,8,16,...)
      • It works like this: A Energy Wall and a Reflect Ray both with a value of 2 will cause reflection. A Wall with a value of 3 (combination of 1+2) will reflect any Ray with a value of 1, 2, or 3. A Wall with value of 2 will not reflect any Ray with a value not equal to 2.
      • Some Bit Values: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096...

Parameter 11: Impact Attributes

  • Unknown... Checks for Wall Hitcheck...
  • Value Limit: (-1 - Infinite)

Missiles (v20090204)

Last Updated v2010????

This weapon replaces the Energy Egg as the most complex part available with the ability to change many aspects, including the ability to shoot shrapnel like the Energy Egg.

Parameter 1: Activation and More Features

  • This value can activate many features for the missile itself. In order to use this, you have to do a little bit of addition.
  • Example: 1+2+8+16+32+256=315 - Activated, Homing, Booster Effect, Shadow Effect, Flash, Launch Reaction - Front
  • Value Limit - > 3967 (adding all numbers)
    • 1 - ON
    • +2 - Homing
    • +4 - Perfect Homing
    • +8 - Booster Effect
    • +16 - Shadow Effect
    • +32 - Flash Upon Impact
    • +64 - Proximity Blast
    • +256 - Launch Direction - Front
    • +512 - Launch Direction - Back
    • +1024 - Launch Direction - Left
    • +2048 - Launch Direction - Right

Parameter 2: Initial Speed

  • This is the starting speed of the main shot.
  • Value Limits: (-4000 to 4000)

Parameter 3: Ending Speed

  • This is the ending speed of the main shot.
  • Value Limits: (-4000 to 4000)

Parameter 4: Fade Value of Speed

  • This works in conjunction with Extra Parameter 8. This will set the ratio percentage values in which the speed operates. It works like the RRGGBB concept from HTML. For example, if the value is 104050, then the initial ability will last 10%, it will fade in 40%, and will end 50% later. If it is 111, then the value may be 33%, 33%, and 34% respectively.
  • Value Limits: (000000 to 999999)

Parameter 5: Shrapnel Discharge Type

  • This sets how the shrapnel will be released.
  • Value Limits: (-2 to 2)
    • -2 - Shrapnel shoots in a spread in front of the main shot.
    • -1 - Shrapnel shoots shots in front of the main shot.
    • 0 - Shrapnel explodes in all directions of main shot.
    • 1 - Shrapnel shoots shots towards the player.
    • 2 - Shrapnel shoots in a spread towards the player.

Parameter 6: Shrapnel Shot Type

  • This is the type of shrapnel released.
  • Value Limits (0, 1, 2, 4, 6, 8, 12, 14, 16, 17, 18)
    • 0 - None
    • 1 - Vulcan
    • 2 - Bullet
    • 4 - Power Ball
    • 6 - Homing Laser
    • 8 - Plasma Ring
    • 12 - Slow Ray (when on setting 0, all of the beams are pushed into 2 separate beams that move forward)
    • 14 - Grenade Explosion (done when main shot reaches self-destruct distance)
    • 16 - Grenade
    • 17 - Needle Gun
    • 18 - Ripple
    • 21 - Missiles
    • 23 - Reflect Ray
    • 24+ - Ion Ring

Parameter 7: Endurance

  • This is to show if the missile can be damaged.
  • Value Limits: -2 - Transparent, -1 - Invincible, 1 or more - HP of missile

Parameter 8: Lifetime/Self-Destruct

  • This is to show the frame the missile self-destructs.
  • Value Limits: (0 to 1000)

Parameter 9: Initial Rotation Angle

  • This is to show the beginning sensitivity for homing.
  • Value Limits: (-128 to 128)

Parameter 10: Ending Rotation Angle

  • This is to show the ending sensitivity for homing.
  • Value Limits: (-128 to 128)

Parameter 11: Fade Value of Rotation

  • This works in conjunction with Extra Parameter 8. This will set the ratio percentage values in which the homing ability operates. It works like the RRGGBB concept from HTML. For example, if the value is 104050, then the initial ability will last 10%, it will fade in 40%, and will end 50% later. If it is 111, then the value may be 33%, 33%, and 34% respectively.
  • Value Limits: (000000 to 999999)

Parameter 12: Explosion Size

  • This affects how much shrapnel is released upon detonation, and the size of the grenade explosion (param 6 = 14).
  • Value Limits: (1 - 500)%
    • When not using Grenade Explosion:
    • 1-99% - 8 shots (Small Explosion)
    • 100-149% - 16 shots (Medium Explosion)
    • 150-199% - 32 shots (Large Explosion)
    • 200+% - 64 shots (Extra Large explosion)

Parameter 13: Shrapnel Activation

  • Value Limits: 0-3
    • 0 - Doesn't change
    • 1 - Discharge when Shot
    • 2 - Discharge when destroyed
    • 3 - Activate when either is done

Search Light (v20090204)

Last Updated v20090204

This is not a weapon but acts as an alarm system.

Parameter 1: Activate and Light Color

  • This turns on the usage of all extra parameters and changes the visibility of the light.
  • Value Limits: (-1 To -6): Changes the color of the light, 1: ON (with no light), 2: White Light
    • -1 - Red
    • -2 - Green
    • -3 - Blue
    • -4 - Yellow
    • -5 - Purple
    • -6 - Light Blue
  • Blending colors will produce different colors ingame. Also stacking will produce more pronounced colors.

Parameter 2: Length

  • This value sets the length of the light.
  • Value Limits: (1 to 1024)

Parameter 3: Width A

  • This value sets the rear width of the light.
  • Value Limits: (1 to 1024)

Parameter 4: Width B

  • This value sets the front width of the light.
  • Value Limits: (1 to 1024)

Specify Rolling Panel (v20090330beta)

Last Updated v20090330beta

Parameter 1: Activate and Flags

  • This value can activate many features for the panel. This may work like the Missile.
  • Value Limits: 0 - 4096?
    • 1 - ON (Apply Speed Change, Affects Extra Parameter 2)
    • +2 - 1 and change fade type. (Affects Extra Parameter 3)
    • +4 - Change Turn Angle (Affects Extra Parameter 4)
    • 4096 - Value and consider the frame speed (The turn speed is regarded as the frame value)
      • 4096-specific parameters and an assumed value of the frame requires a rotation speed is specified.

16 angle and rotation speed, for example, if 1024 was 16 in 1024 frames (90 degrees) will be rotated.

Parameter 2: Turn Speed

  • This changes the turning speed.
  • Value Limits: (-4096 to 4096)

Parameter 3: Fade Type

  • This changes the speed fade.
  • Value Limits: (-1 to 11)

Parameter 4: Turn Angle

  • This changes the turning angle.
  • Value Limits: None?

All Panel-Turn/Rotation Parts (v20090330beta)

Last Updated v20090330beta

Parameter 1: Activate/Flag

  • This activates the Extra Parameters.
  • Value Limits: (0 to 2?)
    • 1 - Activate Extra Parameter 2 - Change Turn Speed
    • 2 - Activate Extra Parameter 3 - Change Fade Type

Parameter 2: Turn Speed

  • This changes the turning speed.
  • Value Limits: (-4096 to 4096)
    • Higher values will not always yield higher speed. Setting this to 500 will give very high speed going clockwise. Setting this to 4096 will give a slower speed going counter-clockwise. This needs to be tested more.

Parameter 3: Fade Type

  • This changes the speed fade.
  • Value Limits: (-1 to 11)

Screen Effector: Flash (v20090330beta)

Last Updated v20090330beta

Parameter 1: ON/OFF Switch

  • This activates the Extra Parameters.
  • Value Limits: (0 or 1)

Parameter 2: Red

  • This changes the red tint.
  • Value Limits: (0 to 255)

Parameter 3: Green

  • This changes the green tint.
  • Value Limits: (0 to 255)

Parameter 4: Blue

  • This changes the blue tint.
  • Value Limits: (0 to 255)

Parameter 5: Blending Rate

  • This changes the blending percentage of the colors.
  • Value Limits: (0 to 255)

Parameter 6: Blend Mode

  • This changes the blend mode.
  • Value Limits: (0 to 6)

Parameter 7: Fade In Frame

  • This changes the frame to fade in.
  • Value Limits: (0 to Frame)

Parameter 8: Holding Frame

  • This changes the frame to hold the effect.
  • Value Limits: (0 to Frame)

Parameter 9: Fade Out Frame

  • This changes the frame to fade out.
  • Value Limits: (0 to Frame)

Screen Effector: Earthquake (v20090330beta)

Last Updated v20090330beta

Parameter 1: Activate and Effect Duration

  • This dictates the duration of the effect.
  • Value Limits: (0 to Frame)

Screen Effector: Vibration (v20090330beta)

Last Updated v20090330beta

Parameter 1: Activate and Effect Duration

  • This dictates the duration of the effect.
  • Value Limits: (0 to Frame)

Screen Effector: Blur (v20090330beta)

Last Updated v20090330beta

Parameter 1: Activate/Flag

  • This activates the Extra Parameters.
  • Value Limits: (0 or 1)

Parameter 2: Effect Duration

  • This dictates the duration of the effect.
  • Value Limits: (0 to Frame)

Parameter 3: Maximum Duration

  • This dictates the maximum duration of the part.
  • Value Limits: (0 to Frame)

Parameter 4: Zoom

  • This is the zoom amount.
  • Value Limits: (0 to 32)

Parameter 5: Blending Rate

  • This changes the blending percentage of the effect.
  • Value Limits: (0 to 255)

Parameter 6: Shadow Blending Rate

  • This changes the persistence of the blending.
  • Value Limits: (-96 to 96)

Sound Effector (v.?)

Last Updated v2010????

  • As the sound plays, all other sounds are canceled.

Parameter 1: Sound Effect ID

  • This is the ID number of the sound.
  • Value limit: (11 - ?)

Parameter 2: Loop Options

  • Sets whether it loops or not.
  • Value limit: (0,1)
    • 0 - No loop
    • 1 - Loop

Effectors (v20090330beta)

Last Updated v20090330beta

  • This applies to all effectors that aren't screen type effectors.

Parameter 1: Activate/Flags

  • This activates the Extra Parameters, and which ones are used.
  • Value Limits: (0, 1, 8, 9)
    • +1 - Activate Extra Parameter 2 - Change Size
    • +8 - Activate Extra Parameters 5-12 - Change Sprite IDs

Parameter 2: Size of effect

  • This dictates the size of the effect, in percentages.
  • Value Limits: (0 to 500%)

Parameters 5-12: Sprite ID

  • These 8 parameters change the Sprites used by an effector.
  • On each Effector, under every Action, there is a "create effect" Line. At the beginning of each one is a number in brackets (ex. [2] Create Effect). That number corresponds to the Parameter being used. Note that 1 = Parameter 5, 2 = Parameter 6, and so on.
  • Check the Sprite List to see the values/IDs. Open sprite list.txt and use the numbers after the #define statements. The list is also in the Editor, found by clicking Misc then clicking the Sprite List tab.
  • EASY TO UNDERSTAND WAY: Parameter 5 is where you put the number of the sprite.

Move Joints (v20090330beta)

Last Updated v20090330beta

This affects all move joints. This can be a bit tricky to manipulate.

Parameter 1: Activate/Flag

  • This activates the Extra Parameters, and which ones are used.
  • Value Limits: (0 to 7)
    • +1 - Activate Extra Parameter 2 - Change Target
    • +2 - Activate Extra Parameter 3 - Change Fade Type
    • +4 - Activate Extra Parameter 4 - Change Action frames

Parameter 2: Target

  • Changes the destination of the move joint. (as in how far it goes)
  • Value Limits: (0 to Infinity)
    • Don't set this too high (particularly, past 2048). It act's weird in-game if you do so.

Parameter 3: Fade Type

  • This changes how the part performs, affecting speed and it's movement.
  • Value Limits: (-1 to 11)
  • For a better explanation how these settings work, see this graph.

Parameter 4: Action Frames (v.20091218beta)

  • This changes the working frames regardless of the action chosen.
  • Value Limits: Infinite

Item Box (v20090524beta)

Last Updated v20090524beta

In an unexpected move, the Item Box now has Extra Parameters. These settings allow the creator to specify what items are released and how they will affect the player. Those items include powering up player weapons, making it perfect for Trys. There's even a nasty trick put in to make things more interesting.

Parameter 1: Item Flag

  • This allows you to either use a preset configuration of Items (-1 ~ -4), or activate Item ID's (1 ~ 7).
    • -1 - The default red, green, blue combination (Max Energy, Regeneration, and Weapon Level Up's).
    • -2 - Produces a Endurance Upgrade, and depending on equipment you have, a Bullet-Type Upgrade, Blaster-Type Upgrade, and/or a Support-Type Upgrade.
    • -3 - Produces a Endurance Upgrade and an Equipment Upgrade.
    • -4 - Produces a "!" and "!?" powerups.

Parameter 2 - 8: Item ID's

  • These are the ID's that can go into Parameters 2-8.
    • 1 - Max Energy Up - Upgrades Max Energy by One.
    • 2 - Regeneration Up - Upgrades Regeneration by One.
    • 3 - Weapon Up - Upgrades Active Weapon by One.
    • 4 - Over Soll - Sends Player into Over Soll.
    • 5 - Full Charge - Fully Restores Energy.
    • 6 - Endurance Up - Upgrades both Max Energy and Regeneration by one.
    • 7 - Bullet-like Weapon Upgrade - Upgrades all Bullet-Type weapons one level. (Bullet, Vulcan, ect.)
    • 8 - Blaster-like Weapon Upgrade - Upgrades all Blaster-Type Weapons one level. (Blaster, Charge Blaster, ect.)
    • 9 - Support System Upgrade - Upgrades all Support-Type Weapons one level. (Shield, Soll Activator, ect.)
    • 10 - Equipment Upgrade - Upgrades all Weapons by one level. Gives a Score Bonus of 30000 if All weapons are Maxed Out.
    • 11 - Equipment Downgrade - Downgrades all Weapons by one level. As a gesture, This gives a score bonus of 66666 if all weapons are at level 1 when picked up (As six is a Unholy Number).
    • 12 - 1-Up (Extend Life) - Only useful for Trys, This Extends the players lives by one.
    • 13 - ! (Full Upgrade) - Upgrades Everything one Level.
    • 14 - !? (Inversion) - All level 1 weapons/stats are maxed to level 5, all level 2-5 weapons/stats are reduced to level 1. Thanks to ultimatepower22 for the info video on this.

Reflect Ray (v20091020beta)

Last Updated v20110623beta

The beginning extra parameters are the same as the bullet specific ones.

Parameter 9: Reflection Attribute Value

  • This tells what the weapon will reflect (Energy Walls, Barriers, lasers and Blades), or what the weapon will reflect off of (Reflect Ray and Ion Ring).
  • Value Limits: (-1 to infinity)
    • -1 - No reflection/Disable Reflection.
    • 0 - Normal reflection.
    • Bit Values (Geometric series with Powers of 2) (1,2,4,8,16,...)
      • It works like this: A Energy Wall and a Reflect Ray both with a value of 2 will cause reflection. A Wall with a value of 3 (combination of 1+2) will reflect any Ray with a value of 1, 2, or 3. A Wall with value of 2 will not reflect any Ray with a value not equal to 2.
      • Some Bit Values: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096...

Parameter 10: Maximum Number of Reflections

  • This sets the number of reflections per shot.
  • Value Limits: (-1 to infinity)
    • -1 - No reflection.
    • 0 - Infinite reflections.
    • 1+ - Specified number of reflections.

Parameter 11: Ray Length

  • This is the length of the shot. You probably should limit the size to avoid exceeding bullet limit.
  • Value Limits: (0 to 100)
    • 0 - Default size
    • 1+ - Specified size

Parameter 16: Rotation Options

  • This allows for potential "trick shots" for bullet-type weapons. Use examples include: homing in on player, Winder Bullet mimic, shot direction change mid fire.
  • Value Limits: (0, 1, 2, 8, 9, 10, 16, 17, 18, 24, 25, 26, 32, 33, 34, 40, 41, 42, 56, 57, 58)
    • 0 - Normal
    • 1 - Direction Change Enabled
    • 2 - Homing Enabled
    • +8 - Rotation Speed Fading Out Enabled
    • +16 - Rotation Speed Fading In Enabled
    • +32 - Rotation Fade Control Enabled (Need/Use 24) (Clarify)

Ion Ring (v20091020beta)

Last Updated v20110623beta

The extra parameters 2 to 6 and 8 are the same as the bullet specific ones.

Parameter 1: Activate and Change Parameter Frequency

  • Value Limits: (1 to infinity (or 4))

Parameter 7: Durability

  • This is the shot's durability.
  • Value limits: (-2, -1, 1 to 999999)
    • -2 - Transparent
    • -1 - Invincible
    • 1 - 999999 - Shot durability

Parameter 9: Reflection Attribute Value

  • This tells what the weapon will reflect (Energy Walls, Barriers, lasers and Blades), or what the weapon will reflect off of (Reflect Ray and Ion Ring).
  • Value Limits: (-1 to infinity)
    • -1 - No reflection/Disable Reflection.
    • 0 - Normal reflection.
    • Bit Values (Geometric series with Powers of 2) (1,2,4,8,16,...)
      • It works like this: A Energy Wall and a Reflect Ray both with a value of 2 will cause reflection. A Wall with a value of 3 (combination of 1+2) will reflect any Ray with a value of 1, 2, or 3. A Wall with value of 2 will not reflect any Ray with a value not equal to 2.
      • Some Bit Values: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096...

Parameter 10: Maximum Number of Reflections

  • This sets the number of reflections per shot.
  • Value Limits: (-1 to infinity)
    • -1 - No reflection.
    • 0 - Infinite reflections.
    • 1+ - Specified number of reflections.

Parameter 11: Option

  • Sets various properties of the shot.
  • Value limits: (0 - 15)
    • +1 - Pierce
    • +2 - Deactivate scale after launch.
    • +4 - Big graphic (64 X 64)
      • This is initially a 32 X 32 sprite.
    • +8 - Fills in shot.
      • Think an Energy Ball.

Parameter 12: Ring Size

  • Sets the maximum size of the shot.
  • Value limits: (1 - 300)%

Parameter 13: Width Scale

  • Affects size of the sprite. Combined with Parameter 14, the Ring will pulse.
  • Value limits: (-99 - 99)%
    • Works with Parameter 12

Parameter 14: Stretch Period

  • Affects the time frame of the pulsing effect.
  • Value limits: (2 - 1000)
    • Works with Parameter 12

Parameter 16: Rotation Options

  • This allows for potential "trick shots" for bullet-type weapons. Use examples include: homing in on player, Winder Bullet mimic, shot direction change mid fire.
  • Value Limits: (0, 1, 2, 8, 9, 10, 16, 17, 18, 24, 25, 26, 32, 33, 34, 40, 41, 42, 56, 57, 58)
    • 0 - Normal
    • 1 - Direction Change Enabled
    • 2 - Homing Enabled
    • +8 - Rotation Speed Fading Out Enabled
    • +16 - Rotation Speed Fading In Enabled
    • +32 - Rotation Fade Control Enabled (Need/Use 24) (Clarify)

Energy Wall (v20091020beta)

Last Updated v20110623beta

Parameter 1: Damage Option

  • Value limits: (0 - 1)
    • 0 - Damage Player
    • 1 - Do Not Damage Player

Parameter 2: Length

  • Sets the length of the wall.
  • Value limits: (-1, 1 - 1024)
    • -1 - Wall extends between two parts. Works with the Event Action: Set Pair Parts.

Parameter 3: Width

  • Sets the width of the wall.
  • Value limits: (1 - 100)

Parameter 4: Durability

  • This is the wall's durability.
  • Value limits: (-2, -1, 1 to 999999)
    • -2 - Transparent
    • -1 - Invincible
    • 1 - 999999 - Wall durability

Parameter 5: Draw Option

  • Sets the width of the wall.
  • Value limits: (0, 1, 2 - ?)
    • 0 - Central Fill Point - Center
    • 1 - Central Fill Point - Beginning
    • 2 - Central Fill Point - End
      • You can only put in 0, 1, or 2 as a starting value.
    • +4 - Do not draw beginning point.
    • +8 - Do not draw end point.
    • +16 - Do not draw wall bar.
    • +32 - Do not have lightning effect.
    • +64 - Do not have lighting effect.
      • If you add these up, the wall will be invisible.

Parameter 9: Reflection Attribute Value

  • This tells what the weapon will reflect (Energy Walls, Barriers, lasers and Blades), or what the weapon will reflect off of (Reflect Ray and Ion Ring).
  • Value Limits: (-1 to infinity)
    • -1 - No reflection/Disable Reflection.
    • 0 - Normal reflection.
    • Bit Values (Geometric series with Powers of 2) (1,2,4,8,16,...)
      • It works like this: A Energy Wall and a Reflect Ray both with a value of 2 will cause reflection. A Wall with a value of 3 (combination of 1+2) will reflect any Ray with a value of 1, 2, or 3. A Wall with value of 2 will not reflect any Ray with a value not equal to 2.
      • Some Bit Values: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096...

Parameter 11: Shield Attributes

  • Unknown...
  • Value Limit: (-1 - Infinite)

Laser (v20091020beta)

Last Updated v20110623

The Laser Finally receives an extra parameter (and now even more). Note that this affects all variants of the laser.

Parameter 1: Flag

  • Determines if and how the Extra Parameters are used.
  • Value Limits: (0 - 2)
    • 0 - Do not use Extra Parameters
    • 1 - Only use values initially loaded
    • 2 - Use adjusted values (ones where calculations were done)

Parameter 2: Length

  • Adjusts the length of the Laser
  • Value Limits: (0 - 2048)

Parameter 3: Width

  • Adjusts the width of the Laser
  • Value Limits: (0 - 2000)

Parameter 4: None

  • Pending...

Parameter 5: None

  • Pending...

Parameter 6: Laser Speed

  • Adjusts the speed of the Laser
  • Value Limits: (1 - 512)

Parameter 7: Frame Charge Value

  • This adjusts the number of frames needed for a shot to fire. Now, Lasers are direct competition to Energy Walls.
  • Value Limits: (-1 - 256)
    • -1 - Instant?
    • 0 - Default
    • 1 - 256 - Adjusted Charge Frame Value

Parameter 8: Lifetime

  • Dictates how long the Laser lasts
  • Value Limits: (-1 - Infinity)
    • -1 - Always Fire
    • 0 - Default
    • 1 - ? - Adjusted Lifespan

Parameter 9: Reflection Attribute Value

  • This tells what the weapon will reflect (Energy Walls, Barriers, lasers and Blades), or what the weapon will reflect off of (Reflect Ray and Ion Ring).
  • Value Limits: (-1 to infinity)
    • -1 - No reflection/Disable Reflection.
    • 0 - Normal reflection.
    • Bit Values (Geometric series with Powers of 2) (1,2,4,8,16,...)
      • It works like this: A Energy Wall and a Reflect Ray both with a value of 2 will cause reflection. A Wall with a value of 3 (combination of 1+2) will reflect any Ray with a value of 1, 2, or 3. A Wall with value of 2 will not reflect any Ray with a value not equal to 2.
      • Some Bit Values: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096...

Player Bullet (v20091218beta)

Last Updated v20110623beta

Yet another unexpected surprise, the Player Bullet is an "effector" that can damage Bosses! Here is how you can modify it.

Parameter 1: Flags

  • This Activates the parameters you want.
    • +1 - Bullet Type
    • +2 - Attack Power
    • +4 - Lifetime
    • 7 - If using Blur Decoy
    • +8 - Speed
    • +16 - Acceleration
    • +32 - Size A
    • +64 - Size B
    • 111 - If using Sol Diffuser
    • +128 - EMP Value

Parameter 2: Bullet Type

  • Changes the type of bullet fired.
    • Values: 1-4, 6, 7
    • 1 - Bullet
    • 2 - Stun Bullet
    • 3 - Blaster
    • 4 - Stun Blaster
    • 5 - <not yet used>
    • 6 - Blur Decoy
    • 7 - Sol Diffuser

Parameter 3: Attack Power

  • Sets the amount of damage done by the bullet.
    • Values: 0~Infinite
    • If using Blur Decoy or Sol Diffuser this must be 255.

Parameter 4: Lifetime

  • Sets how long the bullet will last.
    • Values: 0~Infinite (Blur Decoy and Sol Diffuser can accept -1 as well)

Parameter 5: Speed

  • Sets how fast the bullet goes.
    • Values:-4096~4096

Parameter 6: Acceleration

  • Sets Acceleration (how much speed is added/subtracted per frame).
    • Values: Infinite~0~Infinite

Parameter 7: Size A

  • Sets the Collision size of the bullet.
    • Values: 1~256
    • Becomes Range for Sol Diffuser. Values: 1-1024

Parameter 8: Size B

  • Changes the size of the blasters explosion.
    • Values: 1~256
    • Becomes Absorb Rate for Sol Diffuser. Values: 1-1024%

Parameter 9: EMP Value

  • Sets how much Stun is delivered to the boss.
    • Values: 0~4096

Booster/Thruster (v20091218beta)

Last Updated v20091218beta

Parameter 1: Flags

  • This Activates the parameters you want.
    • +1 - Speed
    • +2 - Frame Type
    • +4 - Action Frame
    • +8 - End Frame

Parameter 2: Speed

  • Sets how fast it gos.
    • Values:-4096~4096

Parameter 3: Fade Type

  • This changes how the part performs, affecting it's movement.
    • Value Limits: (-1 to 11)
  • For a better explanation how these settings work, see this graph.

Parameter 4: Action Frame

  • This changes the working frames regardless of the action chosen.
  • Value Limits: Infinite

Parameter 5: End Frame

  • Sets the end frame
  • Value Limits: Infinite

Head Core (v.?)

Parameter 1: ON/OFF Flag

  • This turns on the usage of the other three Parameters.
  • Value Limits: (0-1)

Parameter 2: Homing Turning Speed

  • Sets how fast it turns. Higher speeds makes turning faster but also makes it wobble more.
  • Value Limits: (-5000-5000)?

Sword Effector (v20100730beta)

Last Updated v20100730beta

Parameter 1: Options

  • Activates other Parameters.
    • Values: (0-2), &4
    • 0: No parameters used
    • 1: Parameters used
    • 2: Parameters always used
    • +4: Add if pair part is going to be used.

Parameter 2: Draw Type

  • Changes how the Sword is drawn.
    • Values: (-1-7)
    • -1 - The shape of the trail becomes a line in the colours specified by Parameters 6-8
    • 0 - The trail starts at the left-hand edge (lower-left corner with upper edge attached to pair part if pair part is designated) of the designated sprite, and is always a whole sprite. Sprites 1-511 only.
    • 1 - The trail starts at the upper edge (upper-left corner with right-hand edge attached to pair part if pair part is designated) of the designated sprite, and is always a whole sprite. Sprites 1-511 only.
    • 2 - The trail starts at the right-hand edge (upper-right corner with lower edge attached to pair part if pair part is designated) of the designated sprite, and is always a whole sprite. Sprites 1-511 only.
    • 3 - The trail starts at the lower edge (lower-right corner with left-hand edge attached to pair part if pair part is designated) of the designated sprite, and is always a whole sprite. Sprites 1-511 only.
    • 4 - The trail starts at the left-hand edge (lower-left corner with upper edge attached to pair part if pair part is designated) of the designated sprite. One sprite is started and finished every frame.
    • 5 - The trail starts at the upper edge (upper-left corner with right-hand edge attached to pair part if pair part is designated) of the designated sprite. One sprite is started and finished every frame.
    • 6 - The trail starts at the right-hand edge (upper-right corner with lower edge attached to pair partr with lower edge attached to pair part if pair part is designated) of the designated sprite. One sprite is started and finished every frame.
    • 7 - The trail starts at the lower edge (lower-right corner with left-hand edge attached to pair part if pair part is designated) of the designated sprite. One sprite is started and finished every frame.

Parameter 3: Sprite

  • Changes the sprite the Sword uses. If Parameter 2 is set to -1 (monochrome), this Parameter is ignored.
  • Value Limits: (-127--1) (animated), (1-511) (static)

Parameter 4: Frame

  • Designates the length of the trail in frames.
  • Value Limits: Infinite

Parameter 5: Size

  • Controls afterimage thickness. 256 = 1.0 units.
  • Value Limits: (0-65536)

Parameter 6: Hue

  • Controls hue of Sword as in config.exe. 4096 in this field = 360 hue
  • Value Limits: Infinite

Parameter 7: Saturation

  • Controls saturation of Sword as in config.exe. -4096 = monochrome, 0 = 0.5 saturation, 4096 = 1.0 saturation.
  • Value Limits: (-4096-4096)

Parameter 8: Brightness

  • Controls brightness of Sword as in config.exe. -4096 = 0 brightness, 0 = 0.5 brightness, 4096 = 1.0 brightness.
    • Value Limits: (-4096-4096)

Parameter 9: Blending

  • Controls blending effect mode.
  • Value Limits: (0-6)
    • 0: Default - the part attempts to remove all trace of the background colour, and draws the sprite with normal transparency.
    • 1: The entire sprite is drawn, including background colour.
    • 2: Most of the background colour is removed, however the sprite is solid, and there are areas of black around it.
    • 3: The entire sprite is drawn, including background colour.
    • 4: Most of the background colour is removed, however the sprite is solid, and there are areas of black around it.
    • 5: The part attempts to remove all trace of the background colour, and draws the sprite with normal transparency.
    • 6: The part attempts to remove all trace of the background colour, and draws the sprite with normal transparency, but with colours inverted.

Parameter 10: Alpha Blending

  • Controls alpha blending mode.
  • Value Limits: (-1-6)
    • -1: Deactivates alpha.
    • 0: Alpha renders as normal.
    • 3: Translucent?
    • 4: Translucent (black disregard)?
    • 5: Additive synthesis (addition)?
    • 6: Synthesis subtraction (subtraction)?

Parameter 11: Blending Percentage

  • Controls blending effect percentage. 0 is 0%, 256 is 100%.
  • Value Limits: (0-256) Any number above 256 is treated as 256

Parameter 12: Rate of Blending Decay

  • Controls rate of blend decrease. 0 is 0%, 256 is 100%.
  • Value Limits: (0-256) Any number above 256 is treated as 256

Remote Blast (v?)

Last Updated v20101223beta

Parameter 1: ON/OFF Switch

  • Activates Extra parameters
    • Value Limit (1-?)

Parameter 2: Range

  • Adjusts the range of the Targeting Reticle
  • Value Limits (1-Infinite)

Parameter 3: Speed

  • Adjusts the Speed of the Targeting Reticle
  • Warning, Setting this too high will give the player NO CHANCE of Dodging
  • Value Limits (1-Infinite)

Parameter 4: Frame of Dissipation

  • Adjusts when the Targeting Reticle acts
  • Value Limit (1-Infinite)

Parameter 5: Shrapnel Discharge Type

  • This sets how the shrapnel will be released.
  • Value Limits: (-2 to 2)
    • -2 - Shrapnel shoots in a spread in front of the main shot.
    • -1 - Shrapnel shoots shots in front of the main shot.
    • 0 - Shrapnel explodes in all directions of main shot.
    • 1 - Shrapnel shoots shots towards the player.
    • 2 - Shrapnel shoots in a spread towards the player.

Parameter 6: Shrapnel Shot Type

  • This is the type of shrapnel released.
  • Value Limits (0, 1, 2, 4, 6, 8, 12, 14, 16, 17, 18)
    • 0 - None
    • 1 - Vulcan
    • 2 - Bullet
    • 4 - Power Ball
    • 6 - Homing Laser
    • 8 - Plasma Ring
    • 12 - Slow Ray (when on setting 0, all of the beams are pushed into 2 separate beams that move forward)
    • 14 - Grenade Explosion (done when main shot reaches self-destruct distance)
    • 16 - Grenade
    • 17 - Needle Gun
    • 18 - Ripple
    • 21 - Missiles
    • 23 - Reflect Ray
    • 24+ - Ion Ring

Parameter 12: Explosion Size

  • This affects how much shrapnel is released upon detonation, and the size of the grenade explosion (param 6 = 14).
  • Value Limits: (1 - 500)%
    • When not using Grenade Explosion:
    • 1-99% - 8 shots (Small Explosion)
    • 100-149% - 16 shots (Medium Explosion)
    • 150-199% - 32 shots (Large Explosion)
    • 200+% - 64 shots (Extra Large explosion)

Gravity Bind (v20101104)

Last Updated v20101104

Parameter 1: ON/OFF Switch +

    • 0 - OFF
    • 1 - ON, current Extra Parameters can be changed
    • 2 - ON, current Extra Parameters cannot be changed

Parameter 2: Size

    • Range: 1 - 2000

Parameter 3: Draw Options

    • 0 - Nothing
    • +1 - Inverse Rotation
    • +2 - Do not draw impact effect
    • +4 - Do not draw area effect (Type 1)
    • +8 - Do not draw area effect (Type 2)
    • +16 - Do not draw lightning field effect

Parameter 4: Frame Duration?

Parameter 5: Bind Strength

    • The higher the value, the more powerful the binding. At 100%, movement is stopped.
    • Range: 0 - 100%

Parameter 6: Player Turning Speed

    • The higher the value, the more powerful the binding. At 100%, the player will be unable to turn.
    • Range: 0 - 100%

Power Laser (v20110623beta)

Last Updated v20110623

The Laser Finally receives an extra parameter (and now even more). Note that this affects all variants of the laser.

Parameter 1: Flag

  • Determines if and how the Extra Parameters are used.
  • Value Limits: (0 - 2)
    • 0 - Do not use Extra Parameters
    • 1 - Only use values initially loaded
    • 2 - Use adjusted values (ones where calculations were done)

Parameter 2: Length

  • Adjusts the length of the Laser
  • Value Limits: (0 - 2048)

Parameter 3: Width

  • Adjusts the width of the Laser
  • Value Limits: (0 - 1000)

Parameter 4: None

  • Pending...

Parameter 5: Draw Options

  • Changes the look of the Power Laser
  • Value Limits: (0, 1, 2, 3, 8, 9, 10, 11, 16, 17, 18, 19, 32, 33, 34, 35, 64, 65, 66, 67, 72, 73, 74, 75, 96, 97, 98, 99, 104, 105, 106, 107)
    • 0 - None
    • 1 - Screw
    • 2 - Reverse Screw
    • 3 - Solid
    • +8 - No Fadeout
    • +16 - Lightning Effect A
    • +32 - Lightning Effect B
    • +64 - Light Effect

Parameter 6: Laser Speed

  • Adjusts the speed of the Laser
  • Value Limits: (1 - 512)

Parameter 7: Frame Charge Value

  • This adjusts the number of frames needed for a shot to fire. Now, Lasers are direct competition to Energy Walls.
  • Value Limits: (-1 - 256)
    • -1 - Instant?
    • 0 - Default
    • 1 - 256 - Adjusted Charge Frame Value

Parameter 8: Lifetime

  • Dictates how long the Laser lasts
  • Value Limits: (-1 - Infinity)
    • -1 - Always Fire
    • 0 - Default
    • 1 - ? - Adjusted Lifespan

Parameter 9: Reflection Attribute Value

  • This tells what the weapon will reflect (Energy Walls, Barriers, lasers and Blades), or what the weapon will reflect off of (Reflect Ray and Ion Ring).
  • Value Limits: (-1 to infinity)
    • -1 - No reflection/Disable Reflection.
    • 0 - Normal reflection.
    • Bit Values (Geometric series with Powers of 2) (1,2,4,8,16,...)
      • It works like this: A Energy Wall and a Reflect Ray both with a value of 2 will cause reflection. A Wall with a value of 3 (combination of 1+2) will reflect any Ray with a value of 1, 2, or 3. A Wall with value of 2 will not reflect any Ray with a value not equal to 2.
      • Some Bit Values: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096...
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