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Main - The Landfill - Extra params with weapons New thread | Thread closed


Acolyptor
Posted on 08-01-09 08:29 PM Link | Quote | ID: 111763


Level: 21

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Bullet-like Weapons (v20080723)
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)}

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: {1 ~ Infinity} - anything less than 0 will error
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 . 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}
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: {0~infinity}
Although there is no limit, 2048 is 360 degrees. Anything above that will cause overlapping.
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.



Homing Laser (v20080723)
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.
Value Limits: {0~300}
Value 100 = normal reaction/behavior.
Parameter 4: Homing Effectiveness
This is how effective the homing is.
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.
Value Limits: {0-256}
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.



Gravity Well (v20080804)
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".
Parameter 4: --UNUSED--
This parameter has no effect (yet) on this weapon.

Sonic Wave (v20080804)
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: ???
Determines the length (range) of the wave.
Barrier (v20080825)
Barrier naturally protects a wide, circular area, and cannot be broken. but with parameters, you can change this.

Parameter 1: ON/OFF Switch
This turns on the usage of other three Parameters.
Value limit: 0=Off, 1=On.
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
-1,0: Indestructible
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)



Energy Egg (v20080825)
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, 1, 2, 4, 6, 8, 12, 14, 16, 17, 18, 21)
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
Parameter 7: Endurance
How much damage one Egg can take before it is destroyed. Also used to make shots unhittable or invulnerable.
Value Limits: {-2~8}
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)



Blade (v20081118)
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)



Missiles (v20090204)
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
+64 - Proximity Blast
+256 - Launch Reaction - Front
+512 - Launch Reaction - Back
+1024 - Launch Reaction - Left
+2048 - Launch Reaction - 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
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)
Search Light (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 -9): Changes the color of the light, 1: ON (with no light), 2: White Light
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)
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)
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)
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)
Parameter 1: Activate and Effect Duration
This dictates the duration of the effect.
Value Limits: (0 to Frame)
Screen Effector: Vibration (v20090330beta)
Parameter 1: Activate and Effect Duration
This dictates the duration of the effect.
Value Limits: (0 to Frame)
Screen Effector: Blur (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)
Effectors (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 to 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.
Move Joints (v20090330beta)
This effects 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 3)
+1 - Activate Extra Parameter 2 - Change Target
+2 - Activate Extra Parameter 3 - Change Fade Type
Parameter 2: Target
Changes the destination of the move joint. (as in how far it go's)
Value Limits: (0 to Infinity)
Don't set this too high. It act's wierd 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)
Types:
-1 - Static/Instantaneous movement to target.
0 - Moves to Target, using all the frames to do so.
1 - Moves quickly to the target.
2 - Starts at the Target, then moves back to 0.
3 - Moves to the target then flies back to 0 within the action.
4 - Uncertain. This seems to make the part "Bounce".
5 - Moves to target, floats there, then flies back within the Action.
6 - Seems to be just like Type 0.
7 - Moves from the Target, using all the frames to do so.
8 - Moves very quickly to the target.
9 - Waits at the Target, then moves back to 0 near the end of the action.
10 - Gradually accelerates to the Target.
11 - Gradually accelerates from the Target.
Item Box (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.
anyway.


Perfect Infinity
Posted on 08-01-09 09:18 PM Link | Quote | ID: 111770


Rat
Level: 23

Posts: 39/87
EXP: 60457
Next: 7266

Since: 02-12-09

Last post: 4651 days
Last view: 3341 days
What was the point of this?

You just copy and pasted it from the wiki. Don't think you discovered it, its pretty well known around here.

Aquamancia
Posted on 08-01-09 09:56 PM Link | Quote | ID: 111771


Crow
Level: 43

Posts: 240/378
EXP: 553102
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Since: 10-22-08

Last post: 3087 days
Last view: 1438 days
Posted by Perfect Infinity
What was the point of this?

You just copy and pasted it from the wiki. Don't think you discovered it, its pretty well known around here.

I agree.
This thread is just pointless. I say it needs to be trashed.

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Bukkarooo
Posted on 08-02-09 06:58 AM Link | Quote | ID: 111803


Fuzzy
Son of a bitch, I'm sick of these dolphins...
Level: 59

Posts: 530/778
EXP: 1634205
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Since: 10-15-08
From: Florida

Last post: 5182 days
Last view: 4950 days




Completely pointless, Acol.

Aqua: Agreed.

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