This document outlines existing variables in various Nuclear Throne [Together] objects.

It may not always be 100% accurate and some variables may not be accessible, but it does cover documentation where available.

Click on sections to expand/collapse them.
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Player-related

Player

Since Player is the first object, for quick tests via chat you can access it by raw index like /gml =0.x or /gml 0.my_health = 4.

For technical reasons, currently you cannot create additional Player instances as of now.

Parent: hitme

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • raddrop
  • gunangle: current aiming direction (degrees)
  • index: player index (P1 is 0, P2 is 1, etc.)
  • joyx: raw gamepad X aim axis value (-1..1)
  • joyy
  • joyaimx: actual gamepad X aim axis value (with autoaim/smoothing in mind)
  • joyaimy
  • team: default team for players is 2
  • size: unclear whether used for players at all
  • race: race code (e.g. "fish" or "myrace")
  • race_id: race index (1..16 for built-in, 17 for modded)
  • wep: current primary weapon
  • bwep: current secondary weapon
    From hereon, anything with b prefix means that it's same as unprefixed but for the secondary weapon.
  • ammo: An array with ammo per weapon type.
    Order is: melee (unused), bullets, shells, bolts, explosives, energy.
  • nearwep: nearest weapon (that would get picked up when pressing the button)
  • curse: curse level for the primary weapon
    0 is no curse.
    1 is normal curse (uncursed via vault/looping).
    higher values mean more vaults/loops to uncurse.
  • bcurse
  • reload: cooldown for primary weapon
  • breload
  • reloadspeed: weapon reload speed multiplier (default is 1)
  • clicked
  • angle: Fish's roll angle
  • sprite_angle: can be set to rotate the sprite without rotating the hitbox
  • wepangle: weapon offset angle
    -120 or 120 for melee weapons (flips on weapon swing).
    0 for non-melee weapons.
  • bwepangle
  • wepflip: displayed weapon xscale
    Melee weapons flip this after a swing (when reload reaches 0).
  • bwepflip
  • wkick: displayed weapon offset
    For ranged weapons, is just how far weapon moves backwards/forwards.
    For melee weapons, also affects weapon angle.
  • bwkick
  • can_shoot: indicates whether a player could shoot something.
    Is set to 0 upon firing a weapon and 1 when the weapon is reloaded.
    Used very occasionally (e.g. for IDPD logic).
  • bcan_shoot
  • specfiring: is set to true when firing via active ability (Y.V., Skeleton)
    Can only be used inside weapon mod's weapon_fire script.
  • lasthit: Last damage source (to be shown on Game Over screen).
    Allowed values are as following:

    • -1: Unknown cause
    • 0..105: Built-in death causes
    • 106+: Sprite index (sprite name is used as mouseover text)
    • [<sprite>, <text>]: Custom death cause (a 2-element array)

    So, for example, you could do

    with (Player) {
        lasthit = [spr_idle, "Incompetence"];
        my_health = 0;
    }
    

  • hammerhead: remaining HammerHead charges (measured in wall blocks)
  • hammering: hammerhead timer variable (walls are broken at >=12)
  • canspirit: whether the player has Strong Spirit
  • spiriteffect: SS timer - prevents the player from walling under 1 health
  • footstep: counter for playing footstep sounds at correct animation frames
  • footextra: counter for Extra Feet's dust particles
  • bleed: Chicken's bleed timer. Death comes when it reaches 120
  • safeheadloss: is set to 2 when reviving players to prevent max health loss
  • chickendeaths: how many points are missing off max health
  • chickencorpse: chicken head to remove when getting health back
  • horrorcharge: Horror's beam charge (grows during use)
  • horrornorad: frames until radiation can be attracted to player again
  • horrorstopsnd: frames until Horror's beam sounds should be stopped
  • rogueammo: currently available portal strikes for Rogue
  • canrogue: whether Rogue's passive can trigger
  • swapmove: does a 1-frame UI "bump" when changing weapons
  • back: whether currently aiming upwards (for weapon display)
  • right: whether currently facing right
  • wepright: recalculated on draw to flip weapons when facing left
  • frogcharge: grows while holding Frog's active
  • wave: used for a variety of subtle visual effects
  • smoke: counter for emitting smoke after touch an explosion with Boiling Veins
  • interfacepop: is set to 2/4/6 when using Y.V.'s active to pop out more shells upon reloading
  • binterfacepop
  • usespec: if set, assumes that ability button is held down
  • candie: whether the player can die
  • canfire: whether the player can fire normally
  • canspec: whether the player can use their ability
  • canwalk: whether the player can move normally
  • canpick: whether the player can pick up weapons
  • canswap: whether the player can swap weapons
  • canscope: whether the aiming laser should be shown
  • canfeet: whether the player is affected by Extra Feet
  • canaim: whether the player can aim normally (otherwise gunangle is used)
  • notoxic: whether the player is immune to toxic gas
  • drawempty: timer for "low ammo" / "empty" warning
  • drawemptyb
  • drawlowhp: timer for "low health" warning
  • showhp: legacy debug - shows HP+rads above enemies
  • roll: whether currently rolling (as Fish)
  • infammo: if set to non-zero, ammo is not spent when shooting.
    Values above 0 act as countdown in frames and display the effect.
    Values below 0 are non-expiring infinite ammo and don't show the effect.
  • gunshine: determines the gun's "shine" frame. Trigger Fingers sets this to 7.
    Setting it to 1 + current_time_scale would lock the gun in the "flash" frame.
  • bskin: 0 for A-skin, 1 for B-skin, string for custom
  • dogammo: remaining shots for Big Dog's spin attack
  • turn: turn direction for Big Dog's spin attack
  • maxhealth: current maximum health (as in UI)
  • maxspeed: peak movement speed
  • accuracy: affects spread on various weapons.
  • boilcap: Boiling Veins minimum health
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_fire: only used for Big Dog
  • my_health: current health
  • lsthealth: previously reported health
    This is what determines the width of the "ghostly" healthbar.
    Some effects (Rogue's passive, Sharp Teeth) check this to detect taking damage.
    Once the player finishes playing the "hurt" animation, approaches health at rate of 0.5/frame.
  • prepareScoreGet: unused in NTT
  • stream_submit: stores stream key request ID

Alarms:

  • alarm2: Big Dog spin attack
  • alarm3: Frog gas release
  • alarm8: Stream key related
  • alarm9: Stops Horror beam sound
  • alarm10: Kills off-level enemies unless they have canfly set to true.
GammaBlast

Parent: GameObject

Variables:

  • team
  • creator
CrystalShield

Parent: GameObject

Variables:

  • time
  • team
  • walk
  • creator
  • bskin
  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y
CrystalShieldDisappear

Parent: GameObject

Variables:

  • creator
  • bskin
Crown

Parent: GameObject

Variables:

  • maxspeed
  • walking
  • new
  • spr_idle
  • spr_walk
  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y

Alarms:

  • alarm0
MeltDead

Allows to explode corpses one last time after dying as Melting.

TangleSeed

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • damage
  • force: determines applied velocity on impact
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • bskin
  • p
Tangle

Parent: GameObject

Variables:

  • typ
  • bskin
  • p
  • team
  • creator

Alarms:

  • alarm0
Sapling

Parent: hitme

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • creator
  • wkick
  • spr_chrg
  • spr_fire
  • raddrop
  • maxhealth: maximum health
  • meleedamage
  • size
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • right
  • my_health: current health
  • target
  • team
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • walk

Alarms:

  • alarm1
  • alarm2
Ally

Parent: hitme

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • creator
  • wkick
  • spr_chrg
  • spr_fire
  • raddrop
  • maxhealth: maximum health
  • meleedamage
  • size
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • gunspr
  • right
  • my_health: current health
  • target
  • team
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • walk
  • gunangle

Alarms:

  • alarm1
  • alarm2
  • alarm4
  • alarm5
ThrownWep

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • force: determines applied velocity on impact
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • rotspeed
  • creator: hitme that created this projectile (if any)
  • wep
  • curse
  • damage

Alarms:

  • alarm0
RogueStrike

Parent: GameObject

Variables:

  • creator
  • p
RogueBomb

Parent: GameObject

Variables:

  • team

Alarms:

  • alarm0
SharpTeeth

Parent: GameObject

Variables:

  • creator
  • damage

Alarms:

  • alarm0
  • alarm1
DogMissile

Big Dog (character)'s missiles.

These are largely copies of boss missiles which is why they are a bit messy at best.

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • target: current player to pursue
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • creator
  • index
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3

Alarms:

  • alarm1
  • alarm2
Revive

Created in coop when a player dies.

Note that a Player instance is re-created upon revival.

Parent: GameObject

Variables:

  • canrevive
  • revivetime
  • corpse
  • revive
  • wep
  • bwep
  • rogueammo
  • race
  • maxhealth
  • hammerhead
  • chickendeaths
  • savior
  • ammo
  • p

Alarms:

  • alarm0: Distribute health, assign stuff
  • alarm1
  • alarm2
PlayerSit

Parent: GameObject

Variables:

  • bskin
  • snd_spch
  • snd_cptn
  • spr_sit1
  • spr_sit2
  • spr_idle

Alarms:

  • alarm0
  • alarm1

Controllers

UberCont

This object a lot of random variables but you aren't allowed to touch most of them, see.

Variables:

  • opt_bossintros: whether boss intros are enabled
  • opt_freeze: "freeze frames" setting (normally 0..1)
  • opt_shake: "screenshake" setting (normally 0..2)
BackCont

Responsible for drawing shadows and area-specific effects

Variables:

  • shadcol: shadow color
  • shadalpha: shadow alpha

Alarms:

  • alarm0: Spawns an area-specific effect (snow, rain, etc.)
  • alarm2
GameCont

Variables:

  • area: current area (3 for 3-2)
  • areanum: used as seed for custom areas, incremented once per area
  • subarea: current subarea (2 for 3-2)
  • novans: number of areas to not spawn vans in
  • lastarea: area prior to entering a secret area
  • lastsubarea
  • hard: current difficulty scale. Affects:

    • Maximum tier for weapon drops
    • Minimum tier for cursed weapon drops
    • Chance of spawning enemies on each floor tile during generation,

      if (random(10 + hard) < hard && ...) area_pop_enemies();
      

    • Minimum number of enemies per area (3 + hard / 1.5)
    • Chance of spawning extra enemies with Crown of Blood,

      if (random(8 + hard) < hard && ...) area_pop_enemies();
      

    Increased at rate of 1 per area finished (2 in hardmode)

  • loops
  • kills
  • wepdrops: number of weapon chests opened this level (for seeding)
  • deathcause: what was previously in Player.lasthit
  • vaults: number of vaults opened
  • win: whether the run ended in victory
  • canspirit: array of whether given player can regain strong spirit
  • proto: Is set on area start with 5% chance or if player has <=1 HP.

    Plays alternate music tracks on 1-x/3-x/5-x/7-x and shows story tiles in vaults.

  • wepmuts: number of weapon mutations taken so far
  • wepmuted: whether Heavy Heart was offered
  • waypoints: number of waypoints on the map
  • timer: time elapsed since run start, in frames
  • popolevel: shielders spawn at >= 3, inspectors at >= 5
  • crownvisits: minimum loop before crown vaults can appear
  • droppedsword: whether the player(s) dropped a Chicken Sword and a Black Sword should appear later.

    This is checked on the end of first area entered.

  • droppedguitar: whether the guitar(s) were already spawned for Fish(es).
  • horror: whether a hostile Horror was spawned this session
  • nochest: number of areas that player didn't open weapon chests for
  • norads: number of areas that player didn't break rad canisters for
  • seenhq: whether the player been to HQ this session
  • crown: current crown
  • level: player level (the one you see in UI)
  • rad: current rads
  • radmaxextra: extends maximum rad capacity - used by Horror's Ultra C
  • endgame: whether player is allowed to get level Ultra
  • endskill: is non-0 once an ultra mutation was taken
  • endcount: number of ultra mutations taken (for coop)
  • skillpoints: number of available mutation points
  • crownpoints: number of available crown points (0 or 1)
  • endpoints: number of available ultra mutation points
  • gameovertext: custom game over text (instead of "you didn't reach ...")
  • killenemies
  • junglevisits: number of visits to the jungle (for seeding)
  • candestiny: whether the player can get a mutation from crown of destiny
  • hud_patience: null: not picked, 0: mark next mutation, other: mutation to mark
  • demoend: shows "end of demo" in HUD, probably from old expo builds
  • ultra_post: whether GenCont should check for Crib conditions

Alarms:

  • alarm0: Makes a crown
TopCont

Draws darkness, HUD, and other things

Parent: GameObject

Variables:

  • darkness: whether the level should be dark
  • dead: whether any players died/won (for unlock screen conditions)
  • gameoversplat
  • fog: fog sprite (-1 for none)
  • dark
  • gameovertime
  • wave
  • fogscroll: fog scroll offset
  • mapanim: controls waypoint animation on gameover screen
  • fadeout
  • fade: fadeout alpha for victory screens
  • go_addy1
  • go_addy2
  • go_stage
KeyCont

Legacy input controller object

GenCont

Manages level generation

Parent: GameObject

Variables:

  • tip: currently shown tip text
  • goal: rough estimate for floor tiles to place
  • safespawn: safespawn behaviour

    • 0: the game just puts the player wherever (possibly in open area)
    • 0.1: L0 behaviour (half-open nook)
    • 1: L1 behaviour (small nook)
    • 2: L2+ behaviour (medium nook)
    • Higher values produce long corridors.

    Can only be changed by area mods.

  • spawn_x: original spawn's X
  • spawn_y: original spawn's Y
  • safedist: area around spawn to not put any enemies in

Alarms:

  • alarm0: Places walls, starts populating
  • alarm1: Finish, cleanup
  • alarm2: Handles safe spawns, places proto statues, and other misc
MenuGen

Generates the character select screen.

Why that isn't being done by GenCont? Good question.

Parent: GameObject

Alarms:

  • alarm0: Creates FloorMakers
  • alarm1: Places walls and bones
  • alarm2: Unused
MusCont

Manages music and audio things in general. You can't touch it directly.

SpiralCont

Parent: GameObject

Variables:

  • seed
  • charn
  • active
  • type
  • time
  • wave
  • area
Spiral

Parent: GameObject

Variables:

  • grow
  • seed
  • langle
  • lanim
  • lsound
  • colors
  • type
SpiralDebris

Parent: GameObject

Variables:

  • seed
  • dist
  • angle
  • turnspeed
  • rotspeed
  • area
  • grow
  • sound
SpiralStar

Parent: GameObject

Variables:

  • dist
  • angle
  • grow
WaterShader

Unused

TutCont

Handles first-time tutorial

Credits

The credits screen

SubTopCont

Draws things that are above the wall altitude

Bosses

BanditBoss

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_fire: normal attack sprite, if any
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • ammo
  • walk
  • shot
  • chargewait
  • charge
  • gunangle
  • intro
  • wkick: weapon offset for enemies that have them
  • sndhalfhp
  • sndtaunt
  • tauntdelay

Alarms:

  • alarm1: shooting, charging, moving
  • alarm2: shooting
  • alarm3: prepare charge
  • alarm4: toggle charge
  • alarm5: end charge
  • alarm6: intro
Drama

Legacy boss intro

Variables:

  • name
WantBoss

Spawns Big Bandit

Parent: becomenemy

Variables:

  • target
  • enemies
  • number

Alarms:

  • alarm0: Tries to find a good spawn location, destroys and spawns if found
Big Dog

BecomeScrapBoss

Big Dog is sleeping

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • my_health: current health
  • team
  • raddrop
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • size
  • maxhealth: maximum health
  • target
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • timer
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
ScrapBossMissile

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • kills: number of kills added for killing this enemy
  • snd_hurt: played upon hit
  • anim
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset

Alarms:

  • alarm1
  • alarm2
ScrapBoss

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • intro
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_fire: normal attack sprite, if any
  • right: facing direction
  • gunangle
  • ammo
  • turn
  • walk
  • dir
  • i
  • obj
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • sndhalfhp
  • sndtaunt
  • tauntdelay
  • spr_shadow: shadow sprite (if any)

Alarms:

  • alarm0: Pick between spinning and firing missiles
  • alarm1: Spinning
  • alarm3: Intro
BigDogExplo

Parent: GameObject

Variables:

  • hitid
  • size
  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y

Alarms:

  • alarm0: Big explosion

Lil Hunter

LilHunterDie

Parent: GameObject

Variables:

  • typ
  • team
  • hitid
  • trn
  • bounces

Alarms:

  • alarm1: Unused?
  • alarm2: Explosion
WantLH

Parent: becomenemy

Alarms:

  • alarm0
LHBouncer

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact
  • bounce
  • rot

Alarms:

  • alarm2
LilHunter

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • hitid: see lasthit on Player
  • size
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • canfly: whether the enemy should not be killed for being off-level
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • walk
  • gunangle
  • wkick: weapon offset for enemies that have them
  • dodge
  • z
  • intro
  • spawns
  • sndtaunt
  • tauntdelay
  • sndhalfhp

Alarms:

  • alarm1: Basically all logic
  • alarm2: Initial flight
  • alarm3: Unused?
  • alarm4: Intro
LilHunterFly

Parent: becomenemy

Variables:

  • z
  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y

Throne

Nothing

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • hitid: see lasthit on Player
  • meleedamage
  • size
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • walk
  • footstep
  • walkdir
  • ammo
  • mode
  • introwalk
  • targetx
  • targety
  • wave
  • dmg
  • flame
  • flanim
  • sndhalfhp
  • sndtaunt
  • tauntdelay
  • addangle: for alarm2

Alarms:

  • alarm1: Decide what to do
  • alarm2: Barrage attack
  • alarm3: The original "leaning projectile stream" beam
NothingInactive

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • hitid
  • snd_hurt: played upon hit
  • flame
  • flanim
Generator

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • my_health: current health
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • raddrop
  • team
NothingIntroMask

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
BecomeNothing

Parent: GameObject

Variables:

  • deadanim
  • team
  • hitid

Alarms:

  • alarm0
  • alarm1
  • alarm3
  • alarm4
  • alarm6
NothingDeath

Parent: GameObject

Variables:

  • raddrop
  • hitid

Alarms:

  • alarm0
  • alarm1
  • alarm2
ThroneStatue

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • team
GeneratorInactive

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • raddrop
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • team
  • snd_hurt: played upon hit
  • snd_dead: played upon death
ThroneBeam

Used for Throne's original "projectile stream" beam

Parent: EnemyBullet1

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • force: determines applied velocity on impact
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
BigGuardianBullet

Parent: EnemyBullet1

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • force: determines applied velocity on impact
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
Carpet

It's long.

Parent: GameObject

NothingBeam

Parent: GameObject

Variables:

  • anim
  • disappear
  • charge
  • hitid
  • team
  • creator

Alarms:

  • alarm0
  • alarm1

Throne II

BecomeNothing2

Parent: becomenemy

Variables:

  • active
  • hitid

Alarms:

  • alarm0
Nothing2Death

Parent: GameObject

Variables:

  • raddrop
  • hitid

Alarms:

  • alarm0
  • alarm1
Throne2Ball

Parent: EnemyBullet1

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • force: determines applied velocity on impact
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • timeout
  • angle
Nothing2

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • wepseed: set by level generator, used for weapon drops
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • hitid: see lasthit on Player
  • meleedamage
  • size
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • canfly: whether the enemy should not be killed for being off-level
  • walk
  • right: facing direction
  • side
  • shots
  • walkdir
  • aimdir
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • flip
  • attack
  • sndhalfhp
  • sndtaunt
  • tauntdelay

Alarms:

  • alarm0
  • alarm1
  • alarm2
  • alarm3

Ball Mama

FrogQueenBall

Parent: EnemyBullet1

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • force: determines applied velocity on impact
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage

Alarms:

  • alarm0
FrogEgg

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • team
  • snd_hurt: played upon hit

Alarms:

  • alarm0
  • alarm1
FrogQueenDie

Parent: GameObject

Variables:

  • size
  • hitid
  • team
  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y
FrogQueen

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • intro
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • ammo
  • walk
  • sndhalfhp
  • sndlowhp
  • sndtaunt
  • tauntdelay
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset

Alarms:

  • alarm1
  • alarm2
  • alarm3

Hyper Crystal

HyperCrystal

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • cnumber
  • crystal
  • crystals
  • fastspin
  • nospin
  • angle
  • intro
  • dist
  • wantdist
  • sndhalfhp
  • sndlowhp
  • sndtaunt
  • tauntdelay
  • target: current player to pursue
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset

Alarms:

  • alarm1
  • alarm2
  • alarm3

TechnoMancer

NecroReviveArea

Parent: GameObject

Alarms:

  • alarm0
TechnoMancer

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • maxhealth: maximum health
  • raddrop: number of rads dropped upon death
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • main
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • intro
  • drawspr
  • drawimg

Alarms:

  • alarm1
  • alarm2
  • alarm3
  • alarm4
  • alarm5
  • alarm6

IDPD Captain

LastBall

Parent: EnemyBullet1

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • force: determines applied velocity on impact
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
LastIntro

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • transtime

Alarms:

  • alarm2
  • alarm3
PopoScene

Parent: self

Variables:

  • addy
  • wanty
BigTV

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
LastCutscene

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • maxhealth: maximum health
  • size

Alarms:

  • alarm0
  • alarm1
  • alarm2
  • alarm3
Last

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • intro
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • drawspr
  • drawimg
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • walk
  • ammo
  • attacktype
  • introcharge
  • gunangle
  • charge
  • wkick: weapon offset for enemies that have them
  • sndhalfhp
  • sndtaunt
  • tauntdelay

Alarms:

  • alarm1
  • alarm2
  • alarm3
  • alarm4
  • alarm5
  • alarm6
  • alarm7
Messenger

Variables:

  • maxspeed
  • walk
  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y

Alarms:

  • alarm0
  • alarm1
  • alarm2
  • alarm3
LastChair

Alarms:

  • alarm0
LastExecute

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • my_health: current health
  • raddrop
  • snd_hurt: played upon hit
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • team
  • snd_dead: played upon death
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset

Alarms:

  • alarm0
LastDie

Parent: GameObject

Variables:

  • hitid
  • team
  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y

Alarms:

  • alarm0

DramaCamera

Parent: GameObject

Alarms:

  • alarm0
Oasis

BigFish

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • hitid: see lasthit on Player
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • ammo
  • walk
  • gunangle
  • spawns
  • mydir

Alarms:

  • alarm1
  • alarm2
CanOasis

Alarms:

  • alarm0

Environment

FloorMaker

Parent: GameObject

Variables:

  • styleb
  • trn
  • dst
  • dix
  • diy
  • goal
Wall

Parent: GameObject

Variables:

  • area
  • topspr
  • outspr
  • outindex
  • topindex
  • l
  • r
  • w
  • h
Floor

Parent: GameObject

Children: FloorExplo

Variables:

  • styleb
  • traction
  • area
FloorExplo

Parent: Floor

Variables:

  • styleb
  • traction
  • area
Portal

Parent: GameObject

Children: BigPortal

Variables:

  • type
  • endgame
  • timer

Alarms:

  • alarm0
BigPortal

Parent: Portal

Variables:

  • type
  • endgame
  • timer
Top

Parent: GameObject

TopSmall

Parent: GameObject

Variables:

  • area
  • active

Alarms:

  • alarm0
SpawnWall

Parent: GameObject

Variables:

  • dir
ProtoStatue

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • my_health: current health
  • raddrop
  • maxhealth: maximum health
  • size
  • charged
  • rad
  • anim
  • canim
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • team
  • snd_hurt: played upon hit
  • snd_dead: played upon death

Alarms:

  • alarm0
Barrel

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • size
  • snd_hurt: played upon hit
ToxicBarrel

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • size
  • snd_hurt: played upon hit
GoldBarrel

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • size
  • snd_hurt: played upon hit
WaterMine

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • size
  • snd_hurt: played upon hit
MineExplosion

Parent: GameObject

Variables:

  • team

Alarms:

  • alarm0
Car

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • size
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
CarVenus

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • size
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
CarVenusFixed

Parent: prop

Children: CarVenus2

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • size
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • name
CarVenus2

Parent: CarVenusFixed

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • name
Campfire

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • maxhealth: maximum health
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • size
LogMenu

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • maxhealth: maximum health
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • size
Cactus

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
PlantPot

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
Bush

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
TutorialTarget

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
BigFlower

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
IceFlower

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • raddrop
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • maxhealth: maximum health
  • feed
  • name
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • size
  • team
WaterPlant

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
Pipe

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_dead: played upon death
  • snd_hurt: played upon hit
OasisBarrel

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit

Alarms:

  • alarm0
Chandelier

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
Pillar

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • maxhealth: maximum health
  • size
  • dir
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
SmallGenerator

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • raddrop
Table

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • dir
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
Server

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
Terminal

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
YungCuz

Parent: GameObject

Variables:

  • spr_idle
  • spr_to
  • spr_from
  • spr_heya
  • wepsound
  • chestsound
VenuzTV

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
VenuzCouch

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
TV

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • anim
  • tv
  • myscreen
  • pushpow

Alarms:

  • alarm0
SodaMachine

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
Hydrant

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_dead: played upon death
  • snd_hurt: played upon hit
StreetLight

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
BigSkull

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
BonePile

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
BonePileNight

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
Anchor

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
NightCactus

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
CrystalProp

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
InvCrystal

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
Tube

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
MutantTube

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
YVStatue

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
MoneyPile

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
Tires

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_dead: played upon death
  • snd_hurt: played upon hit
PizzaBox

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
Torch

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • creator
Cocoon

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • ang
SnowMan

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
Bones

Parent: GameObject

prop

Parent: hitme

Children: BecomeScrapBoss, NothingInactive, Generator, NothingIntroMask, ThroneStatue, GeneratorInactive, FrogEgg, LastIntro, BigTV, LastCutscene, LastExecute, ProtoStatue, Barrel, ToxicBarrel, GoldBarrel, WaterMine, Car, CarVenus, CarVenusFixed (+1), Campfire, LogMenu, Cactus, PlantPot, Bush, TutorialTarget, BigFlower, IceFlower, WaterPlant, Pipe, OasisBarrel, Chandelier, Pillar, SmallGenerator, Table, Server, Terminal, VenuzTV, VenuzCouch, TV, SodaMachine, Hydrant, StreetLight, BigSkull, BonePile, BonePileNight, Anchor, NightCactus, CrystalProp, InvCrystal, Tube, MutantTube, YVStatue, MoneyPile, Tires, PizzaBox, Torch, Cocoon, SnowMan, GatorSmoke, MeleeFake, CarThrow, OldGuardianStatue, GuardianStatue, JungleAssassinHide, RadChest (+1), CustomProp

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • maxhealth: maximum health
  • size
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_hurt: played upon hit
  • snd_dead: played upon death
NewCarPlz

Alarms:

  • alarm0
TopDecalCity

Parent: TopPot

Variables:

  • dir
TopDecalPalace

Parent: TopPot

Variables:

  • dir
TopDecalSewers

Parent: TopPot

Variables:

  • dir
TopDecalPizzaSewers

Parent: TopPot

Variables:

  • dir
TopDecalCave

Parent: TopPot

Variables:

  • dir
TopDecalInvCave

Parent: TopPot

Variables:

  • dir
TopDecalDesert

Parent: TopPot

Variables:

  • dir
TopDecalJungle

Parent: TopPot

Variables:

  • dir
TopDecalNightDesert

Parent: TopPot

Variables:

  • dir
TopDecalScrapyard

Parent: TopPot

Variables:

  • dir

Projectiles

Bullet

BouncerBullet

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact
  • bounce
  • rot
Bullet1

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • spr_dead
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact
AllyBullet

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact
UltraBullet

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact
HeavyBullet

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact
Burst

Parent: GameObject

Variables:

  • ammo
  • time
  • team
  • creator

Alarms:

  • alarm0
GoldBurst

Parent: GameObject

Variables:

  • ammo
  • time
  • team
  • creator

Alarms:

  • alarm0
HeavyBurst

Parent: GameObject

Variables:

  • ammo
  • time
  • team
  • creator

Alarms:

  • alarm0
HyperBurst

Parent: GameObject

Variables:

  • ammo
  • time
  • team
  • delay
  • creator

Alarms:

  • alarm0
RogueBurst

Parent: GameObject

Variables:

  • ammo
  • time
  • team
  • creator

Alarms:

  • alarm0
SentryGun

Parent: hitme

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_walk: played if (speed != 0)
  • snd_dead: played upon death
  • raddrop
  • maxhealth: maximum health
  • my_health: current health
  • meleedamage
  • size
  • ammo
  • snd_hurt: played upon hit
  • walk
  • gunangle
  • wkick
  • right
  • team
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • sticky

Alarms:

  • alarm0

Melee

Slash

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • walled
  • damage
  • force: determines applied velocity on impact
GuitarSlash

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • walled
  • snd
  • damage
  • force: determines applied velocity on impact
BloodSlash

Parent: projectile

Variables:

  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • walled
  • damaged
  • damage
  • force: determines applied velocity on impact
  • hitid: see lasthit on Player
EnergySlash

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • walled
  • damage
  • force: determines applied velocity on impact
Shank

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact
  • canfix
EnergyShank

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact
SawBurst

Parent: GameObject

Variables:

  • ammo
  • time
  • team
  • delay
  • creator

Alarms:

  • alarm0
EnergyHammerSlash

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • walled
  • damage
  • force: determines applied velocity on impact
LightningSlash

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • walled
  • damage
  • force: determines applied velocity on impact

Bolt

Bolt

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • canhurt
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm0
  • alarm1
Seeker

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm0
HeavyBolt

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • canhurt
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm0
  • alarm1
ToxicBolt

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • canhurt
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm0
  • alarm1
Splinter

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • canhurt
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm0
  • alarm1
Disc

Parent: projectile

Variables:

  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • dist
  • hitid: see lasthit on Player
  • damage
  • force: determines applied velocity on impact
  • sprite_angle

Alarms:

  • alarm0
UltraBolt

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • canhurt
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm0
  • alarm1
SplinterBurst

Parent: GameObject

Variables:

  • ammo
  • time
  • team
  • creator
  • delay

Alarms:

  • alarm0
LightningBall

Parent: projectile

Variables:

  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact
  • hitid: see lasthit on Player
  • snd

Alarms:

  • alarm0
PlasmaBall

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact
PlasmaBig

Parent: projectile

Variables:

  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact
  • hitid: see lasthit on Player
Lightning

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • ammo
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm0
IonBurst

Parent: GameObject

Variables:

  • creator
  • team
  • ammo
  • time
  • targetx
  • targety
  • delay

Alarms:

  • alarm0
LaserCannon

Parent: GameObject

Variables:

  • creator
  • ammo
  • time
  • team
  • damage
  • force
  • hitid
  • delay

Alarms:

  • alarm0
Laser

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • img
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm0
Devastator

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm0
  • alarm1
PlasmaImpact

Parent: GameObject

Variables:

  • team
  • hitid
  • damage
  • force
  • creator
PlasmaHuge

Parent: projectile

Variables:

  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact
  • hitid: see lasthit on Player

Explosive

Explosion

Parent: GameObject

Children: GreenExplosion, SmallExplosion, PopoExplosion

Variables:

  • ang
  • team
  • hitid
  • damage
  • force

Alarms:

  • alarm0
  • alarm1
GreenExplosion

Parent: Explosion

Variables:

  • ang
  • team
  • hitid
  • damage
  • force

Alarms:

  • alarm0
SmallExplosion

Parent: Explosion

Variables:

  • ang
  • team
  • hitid
  • damage
  • force

Alarms:

  • alarm0
FlameBall

Parent: projectile

Variables:

  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • snd
  • damage
  • force: determines applied velocity on impact
  • hitid: see lasthit on Player

Alarms:

  • alarm0
NadeBurst

Parent: GameObject

Variables:

  • ammo
  • time
  • team
  • creator
  • delay

Alarms:

  • alarm0
ToxicDelay

Parent: GameObject

Variables:

  • team
  • creator

Alarms:

  • alarm0
DragonBurst

Parent: GameObject

Variables:

  • ammo
  • time
  • team
  • creator
  • delay

Alarms:

  • alarm0
ToxicGrenade

Parent: Grenade

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • offx
  • offy
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • sticky
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm2
Grenade

Parent: projectile

Children: ToxicGrenade, HeavyNade, BloodGrenade, BloodBall, Flare, ClusterNade, ConfettiBall, MiniNade, UltraGrenade, PopoNade

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • offx
  • offy
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • sticky
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm0
  • alarm1
  • alarm2
HeavyNade

Parent: Grenade

Variables:

  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • offx
  • offy
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • sticky
  • damage
  • force: determines applied velocity on impact
  • hitid: see lasthit on Player

Alarms:

  • alarm2
BloodGrenade

Parent: Grenade

Variables:

  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • sticky
  • offx
  • offy
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • hitid: see lasthit on Player
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm1
BloodBall

Parent: Grenade

Variables:

  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • sticky
  • offx
  • offy
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • spin
  • snd
  • hitid: see lasthit on Player
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm1
Flare

Parent: Grenade

Variables:

  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • sticky
  • offx
  • offy
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • hitid: see lasthit on Player
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm1
ClusterNade

Parent: Grenade

Variables:

  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • offx
  • offy
  • sticky
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • hitid: see lasthit on Player
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm2
ConfettiBall

Parent: Grenade

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • sticky
  • offx
  • offy
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • mycol
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm1
HyperGrenade

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm0
  • alarm1
MiniNade

Parent: Grenade

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • offx
  • offy
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • sticky
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm0
Nuke

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • active
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • snd
  • damage
  • force: determines applied velocity on impact
  • index

Alarms:

  • alarm1
UltraGrenade

Parent: Grenade

Variables:

  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • sticky
  • offx
  • offy
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • sucksnd
  • hitid: see lasthit on Player
  • damage
  • force: determines applied velocity on impact
Rocket

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • active
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • snd
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm1
MeatExplosion

Parent: GameObject

Variables:

  • dir
  • team
  • hitid
  • damage
  • force
Mine

Parent: GameObject

Variables:

  • offx
  • offy

Alarms:

  • alarm0
ToxicBurst

Parent: GameObject

Variables:

  • ammo
  • team
  • time
  • creator
  • delay

Alarms:

  • alarm0
DragonSound

Parent: GameObject

Variables:

  • timeout
FlameBurst

Parent: GameObject

Variables:

  • ammo
  • time
  • team
  • creator
  • delay

Alarms:

  • alarm0
FlameSound

Parent: GameObject

Variables:

  • timeout
Flame

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact

Shell

Bullet2

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • wallbounce
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • bonus
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm2
FlameShell

Parent: projectile

Variables:

  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • wallbounce
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • hitid: see lasthit on Player
  • bonus
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm2
HeavySlug

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • wallbounce
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • bonus
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm2
UltraShell

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • wallbounce
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • bonus
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm2
SuperFlakBullet

Parent: projectile

Variables:

  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • bonus
  • hitid: see lasthit on Player
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm2
FlakBullet

Parent: projectile

Variables:

  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • bonus
  • hitid: see lasthit on Player
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm2
Slug

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • wallbounce
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • bonus
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm2
HyperSlug

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • wallbounce
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • bonus
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm1
  • alarm3
WaveBurst

Parent: GameObject

Variables:

  • ammo
  • time
  • team
  • creator
  • delay

Alarms:

  • alarm0
SlugBurst

Parent: GameObject

Variables:

  • ammo
  • time
  • team
  • creator

Alarms:

  • alarm0
PopBurst

Parent: GameObject

Variables:

  • ammo
  • time
  • team
  • creator

Alarms:

  • alarm0

projectile

Parent: GameObject

Children: TangleSeed, ThrownWep, LHBouncer, BouncerBullet, Bullet1, AllyBullet, UltraBullet, HeavyBullet, Slash, GuitarSlash, BloodSlash, EnergySlash, Shank, EnergyShank, EnergyHammerSlash, LightningSlash, Bolt, Seeker, HeavyBolt, ToxicBolt, Splinter, Disc, UltraBolt, LightningBall, PlasmaBall, PlasmaBig, Lightning, Laser, Devastator, PlasmaHuge, FlameBall, Grenade (+10), HyperGrenade, Nuke, Rocket, Flame, Bullet2, FlameShell, HeavySlug, UltraShell, SuperFlakBullet, FlakBullet, Slug, HyperSlug, EnemyBullet1 (+7), FireBall, EFlakBullet, EnemySlash, EnemyBullet3, ToxicGas, EnemyBullet4, TrapFire, EnemyLightning, EnemyLaser, GuardianDeflect, JockRocket, PopoSlug, PopoPlasmaBall, PopoRocket, IDPDBullet, HorrorBullet, CustomProjectile (+1)

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • damage
  • force: determines applied velocity on impact
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • deflected

Enemies

BECOMETARGET

Parent: GameObject

Variables:

  • creator
Desert

RadMaggot

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_hurt: played upon hit
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • hitid: see lasthit on Player
  • size
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_dead: played upon death

Alarms:

  • alarm1
GoldScorpion

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • ammo
  • walk
  • gunangle

Alarms:

  • alarm1
  • alarm2
MaggotSpawn

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_hurt: played upon hit
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • hitid: see lasthit on Player
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_chrg: charge attack sprite, if any
  • spr_dead: death+corpse sprite
  • snd_dead: played upon death
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
BigMaggot

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • rage

Alarms:

  • alarm1
Maggot

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • hitid: see lasthit on Player
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset

Alarms:

  • alarm1
Scorpion

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • ammo
  • walk
  • gunangle

Alarms:

  • alarm1
  • alarm2
Bandit

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • hitid: see lasthit on Player
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • gunspr
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • walk
  • gunangle
  • wkick: weapon offset for enemies that have them

Alarms:

  • alarm1
EnemyBullet1

Parent: projectile

Children: ThroneBeam, BigGuardianBullet, Throne2Ball, FrogQueenBall, LastBall, EnemyBullet2, GuardianBullet

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm2
FireBall

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm2
EnemyBullet2

Parent: EnemyBullet1

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact
MaggotExplosion

Parent: becomenemy

Variables:

  • dir

Alarms:

  • alarm0
RadMaggotExplosion

Parent: becomenemy

Variables:

  • dir

Alarms:

  • alarm0
BigMaggotBurrow

Parent: becomenemy

Variables:

  • right

Alarms:

  • alarm0
  • alarm1

Sewers

Mimic

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage

Alarms:

  • alarm1
  • alarm2
SuperFrog

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_hurt: played upon hit
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_dead: played upon death
  • close

Alarms:

  • alarm1
  • alarm2
Exploder

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_hurt: played upon hit
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_dead: played upon death
  • close

Alarms:

  • alarm1
Gator

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • spr_chrg: charge attack sprite, if any
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • walk
  • gunangle

Alarms:

  • alarm1
  • alarm2
BuffGator

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • spr_chrg: charge attack sprite, if any
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • walk
  • gunangle

Alarms:

  • alarm1
  • alarm2
  • alarm3
Ratking

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • ammo
  • walk
  • gunangle
  • spawns
  • mydir

Alarms:

  • alarm1
  • alarm2
GatorSmoke

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • raddrop
  • walk
  • gunangle
  • wkick
  • timer
  • right
  • my_health: current health
  • team
  • target
  • snd_hurt: played upon hit
  • snd_dead: played upon death

Alarms:

  • alarm1
Rat

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • walk

Alarms:

  • alarm1
FastRat

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • walk

Alarms:

  • alarm1
  • alarm3
RatkingRage

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • ammo
  • walk
  • gunangle
  • spawns
  • mydir

Alarms:

  • alarm1
EFlakBullet

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • bonus
  • damage
  • force: determines applied velocity on impact
EnemySlash

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact
EnemyBullet3

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • wallbounce
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm2
ToxicGas

Parent: projectile

Variables:

  • creator: hitme that created this projectile (if any)
  • deflected
  • hitid: see lasthit on Player
  • rot
  • growspeed
  • team
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact
MeleeBandit

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • walk
  • gunangle
  • wepangle
  • wepflip
  • wkick: weapon offset for enemies that have them

Alarms:

  • alarm0
  • alarm1
  • alarm2
MeleeFake

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • maxhealth: maximum health
  • meleedamage
  • size
  • target
  • hitid
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_walk: played if (speed != 0)
  • raddrop
  • walk
  • gunangle
  • wepangle
  • wepflip
  • right
  • my_health: current health
  • team
  • snd_hurt: played upon hit
  • snd_dead: played upon death

Scrapyard

SuperMimic

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage

Alarms:

  • alarm1
  • alarm2
Sniper

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • walk
  • gunangle
  • gonnafire
  • wkick: weapon offset for enemies that have them

Alarms:

  • alarm1
  • alarm2
Raven

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • walk
  • gunangle
  • wkick: weapon offset for enemies that have them
  • ammo
  • z
  • nofly

Alarms:

  • alarm1
  • alarm2
RavenFly

Parent: becomenemy

Variables:

  • targetx
  • targety
  • z
  • raddrop
  • maxhealth
  • meleedamage
  • size
  • hitid
  • kills
  • spr_chrg
  • spr_fire
  • corpse
  • canmelee
  • team
  • target
  • snd_mele
  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y
  • spr_idle
  • spr_walk
  • spr_hurt
  • spr_dead
  • snd_hurt
  • snd_dead
  • canfly
  • right
  • nexthurt
  • walk
  • gunangle
  • wkick
  • ammo
  • nofly

Alarms:

  • alarm0
Trap

Parent: GameObject

Variables:

  • delay
  • side
  • fire
  • hitid

Alarms:

  • alarm0
Salamander

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • wave
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • myloop
  • ammo
  • walk
  • gunangle

Alarms:

  • alarm1
  • alarm2
EnemyBullet4

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm2
TrapFire

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact

Crystal caves

Spider

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • walk
  • maxspeed

Alarms:

  • alarm1
LaserCrystal

Parent: crystaltype

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • ammo
  • gunangle
  • explode

Alarms:

  • alarm1
  • alarm2
  • alarm4
EnemyLightning

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • ammo
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm0
LightningCrystal

Parent: crystaltype

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • ammo
  • explode
  • gunangle

Alarms:

  • alarm1
  • alarm2
  • alarm4
EnemyLaser

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • img
  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm0

Frozen city

SnowTank

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • ammo
  • gunangle
  • rest
  • wave

Alarms:

  • alarm1
  • alarm2
GoldSnowTank

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • ammo
  • gunangle
  • rest
  • wave

Alarms:

  • alarm1
  • alarm2
SnowBot

Parent: enemy

Children: SnowBotCar

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • ammo
  • walk
  • gunangle

Alarms:

  • alarm1
  • alarm2
CarThrow

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • hitid
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • size
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
Wolf

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_fire: normal attack sprite, if any
  • snd_dead: played upon death
  • snd_hurt: played upon hit
  • close
  • walk

Alarms:

  • alarm1
  • alarm2
SnowBotCar

Parent: SnowBot

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • ammo
  • walk
  • gunangle

Alarms:

  • alarm1
  • alarm2
  • alarm3
SnowTankExplode

Parent: GameObject

Variables:

  • ang
  • size
  • hitid
  • right
  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y

Alarms:

  • alarm0

Labs

RhinoFreak

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • walk

Alarms:

  • alarm1
Freak

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • walk

Alarms:

  • alarm1
Turret

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • ammo
  • gunangle
  • offset

Alarms:

  • alarm1
  • alarm2
  • alarm3
ExploFreak

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • walk

Alarms:

  • alarm1
Necromancer

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • walk
  • gunangle
  • wkick: weapon offset for enemies that have them

Alarms:

  • alarm1
ReviveArea

Parent: GameObject

Alarms:

  • alarm0

Palace

ExploGuardian

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • close

Alarms:

  • alarm1
  • alarm2
  • alarm3
DogGuardian

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • hitid: see lasthit on Player
  • size
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • leap
  • z
  • jumpdir
  • jumpdist
  • zspeed
  • bounced

Alarms:

  • alarm1
  • alarm2
  • alarm3
GhostGuardian

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • hitid: see lasthit on Player
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • canfly: whether the enemy should not be killed for being off-level
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • aimangle
Guardian

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death

Alarms:

  • alarm1
GuardianBullet

Parent: EnemyBullet1

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • force: determines applied velocity on impact
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
CrownGuardianOld

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • walk
  • gunangle
  • candeflect
  • canfire

Alarms:

  • alarm1
  • alarm2
CrownGuardian

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death

Alarms:

  • alarm1
OldGuardianStatue

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
GuardianStatue

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • maxhealth: maximum health
  • size
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
GuardianDeflect

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • damage
  • force: determines applied velocity on impact
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

Mansion

Molefish

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • walk
  • gunangle
  • wkick: weapon offset for enemies that have them

Alarms:

  • alarm1
FireBaller

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_fire: normal attack sprite, if any
  • snd_dead: played upon death
  • snd_hurt: played upon hit

Alarms:

  • alarm1
JockRocket

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • active
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact
  • snd

Alarms:

  • alarm1
SuperFireBaller

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_fire: normal attack sprite, if any
  • snd_dead: played upon death
  • snd_hurt: played upon hit

Alarms:

  • alarm1
Jock

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • walk
  • gunangle
  • wkick: weapon offset for enemies that have them
  • ammo

Alarms:

  • alarm1
Molesarge

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • walk
  • gunangle
  • wkick: weapon offset for enemies that have them

Alarms:

  • alarm1
Turtle

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_mele: player upon dealing contact damage
  • snd_dead: played upon death
  • walk

Alarms:

  • alarm1

IDPD

Van

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • kills: number of kills added for killing this enemy
  • target: current player to pursue
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • name
  • team: default enemy team is 1, default IDPD team is 3
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • right: facing direction
  • drive
  • walls
  • drivespeed
  • drawspr
  • drawimg
  • freak
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset

Alarms:

  • alarm0
  • alarm1
  • alarm2
  • alarm3
WantPopo

Parent: becomenemy

Variables:

  • target
  • enemies
  • spawnmoment
WantVan

Parent: becomenemy

Variables:

  • target
  • enemies
  • spawnmoment
  • canspawn
PopoExplosion

Parent: Explosion

Variables:

  • ang
  • team
  • hitid
  • damage
  • force
IDPDSpawn

Parent: GameObject

Variables:

  • freak
  • elite

Alarms:

  • alarm0
  • alarm1
VanSpawn

Parent: GameObject

Variables:

  • dir
  • flip

Alarms:

  • alarm0
  • alarm1
PopoSlug

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • wallbounce
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact
PopoPlasmaBall

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact

Alarms:

  • alarm2
PopoRocket

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • force: determines applied velocity on impact
  • deflected
  • active
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • snd

Alarms:

  • alarm1
PopoNade

Parent: Grenade

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • offx
  • offy
  • sticky
  • damage
  • force: determines applied velocity on impact
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

Alarms:

  • alarm0
  • alarm1
  • alarm2
PopoFreak

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • walkdir
  • walk
  • ammo
  • wkick: weapon offset for enemies that have them
  • gunangle

Alarms:

  • alarm1
  • alarm2
Grunt

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • male
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • team: default enemy team is 1, default IDPD team is 3
  • walk
  • grenades
  • gunangle
  • wkick: weapon offset for enemies that have them
  • roll
  • angle
  • freeze
  • lastx
  • lasty

Alarms:

  • alarm1
EliteGrunt

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • team: default enemy team is 1, default IDPD team is 3
  • walk
  • grenades
  • gunangle
  • wkick: weapon offset for enemies that have them
  • roll
  • angle
  • ammo
  • fuel
  • freeze

Alarms:

  • alarm1
  • alarm2
Shielder

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • male
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • team: default enemy team is 1, default IDPD team is 3
  • walk
  • gunangle
  • wkick: weapon offset for enemies that have them
  • roll
  • angle
  • ammo
  • freeze

Alarms:

  • alarm1
  • alarm2
EliteShielder

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • team: default enemy team is 1, default IDPD team is 3
  • walk
  • gunangle
  • wkick: weapon offset for enemies that have them
  • roll
  • angle
  • ammo
  • freeze

Alarms:

  • alarm1
  • alarm2
  • alarm3
Inspector

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • male
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • team: default enemy team is 1, default IDPD team is 3
  • walk
  • grenades
  • gunangle
  • wkick: weapon offset for enemies that have them
  • control
  • angle
  • freeze
  • lastx
  • lasty

Alarms:

  • alarm1
EliteInspector

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • team: default enemy team is 1, default IDPD team is 3
  • walk
  • grenades
  • gunangle
  • wkick: weapon offset for enemies that have them
  • control
  • angle
  • wepangle
  • wepflip
  • freeze
  • lastx
  • lasty

Alarms:

  • alarm0
  • alarm1
  • alarm2
IDPDBullet

Parent: projectile

Variables:

  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact
  • hitid: see lasthit on Player
  • team

Alarms:

  • alarm2
PopoShield

Parent: GameObject

Variables:

  • team
  • hitid
  • spr_dead
  • creator

Alarms:

  • alarm0
RevivePopoFreak

Parent: GameObject

Alarms:

  • alarm0
WantRevivePopoFreak

Parent: GameObject

Alarms:

  • alarm0

Oasis

Crab

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • ammo
  • walk
  • gunangle

Alarms:

  • alarm1
  • alarm2
OasisBoss

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • ammo
  • walk
  • sweep
  • type
  • gunangle
  • walkdir

Alarms:

  • alarm1
  • alarm2
BoneFish

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • walk

Alarms:

  • alarm1
InvLaserCrystal

Parent: crystaltype

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_fire: normal attack sprite, if any
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • ammo
  • explode
  • gunangle

Alarms:

  • alarm1
  • alarm2
  • alarm3
  • alarm4
InvSpider

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • walk
  • maxspeed

Alarms:

  • alarm1
JungleAssassin

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • walk
  • gunangle
  • wepangle
  • wepflip
  • wkick: weapon offset for enemies that have them

Alarms:

  • alarm0
  • alarm1
  • alarm2
FiredMaggot

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • hitid: see lasthit on Player
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
JungleFly

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • gunangle
  • ammo
  • fire
  • rage

Alarms:

  • alarm1
  • alarm2
JungleAssassinHide

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • maxhealth: maximum health
  • meleedamage
  • size
  • target
  • hitid
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_walk: played if (speed != 0)
  • raddrop
  • walk
  • gunangle
  • wepangle
  • wepflip
  • right
  • my_health: current health
  • team
  • snd_hurt: played upon hit
  • snd_dead: played upon death
JungleBandit

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • hitid: see lasthit on Player
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • walk
  • gunangle
  • wkick: weapon offset for enemies that have them

Alarms:

  • alarm1

Other

EnemyHorror

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • walk
  • gunangle
  • gunoffset
  • ammo
  • charge

Alarms:

  • alarm1
  • alarm3
HorrorBullet

Parent: projectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • deflected
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • damage
  • force: determines applied velocity on impact
  • bskin
  • bonus

Alarms:

  • alarm2
enemy

Parent of all enemies

Parent: hitme

Children: DogMissile, BanditBoss, ScrapBossMissile, ScrapBoss, LilHunter, Nothing, Nothing2, FrogQueen, HyperCrystal, TechnoMancer, Last, BigFish, RadMaggot, GoldScorpion, MaggotSpawn, BigMaggot, Maggot, Scorpion, Bandit, Mimic, SuperFrog, Exploder, Gator, BuffGator, Ratking, Rat, FastRat, RatkingRage, MeleeBandit, SuperMimic, Sniper, Raven, Salamander, Spider, SnowTank, GoldSnowTank, SnowBot (+1), Wolf, RhinoFreak, Freak, Turret, ExploFreak, Necromancer, ExploGuardian, DogGuardian, GhostGuardian, Guardian, CrownGuardianOld, CrownGuardian, Molefish, FireBaller, SuperFireBaller, Jock, Molesarge, Turtle, Van, PopoFreak, Grunt, EliteGrunt, Shielder, EliteShielder, Inspector, EliteInspector, Crab, OasisBoss, BoneFish, InvSpider, JungleAssassin, FiredMaggot, JungleFly, JungleBandit, EnemyHorror, crystaltype (+3), CustomEnemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • maxhealth: maximum health
  • my_health: current health
  • size
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • hitid: see lasthit on Player

Alarms:

  • alarm11: Resets canmelee back to 1
crystaltype

Parent: enemy

Children: LaserCrystal, LightningCrystal, InvLaserCrystal

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • maxhealth: maximum health
  • my_health: current health
  • size
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • hitid: see lasthit on Player
hitme

Parent to objects that can be hit with projectiles.

Parent: GameObject

Children: Player, Sapling, Ally, prop (+68), SentryGun, enemy (+78), CustomHitme

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • team
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • maxhealth: maximum health
  • my_health: current health
  • size
PotentialYeti

There is no yeti

Parent: GameObject

Variables:

  • timer
  • safe
Corpse

Parent: GameObject

Children: ScrapBossCorpse, Nothing2Corpse

Variables:

  • do_portal
  • size

Alarms:

  • alarm0
ScrapBossCorpse

Parent: Corpse

Variables:

  • size
  • do_portal

Alarms:

  • alarm0
Nothing2Corpse

Parent: Corpse

Variables:

  • do_portal
  • size

Effects

EatRad

Parent: Effect

RobotA

Parent: Effect

FrogHeal

Parent: Effect

CrystTrail

Parent: Effect

Variables:

  • bskin
PortalL

Parent: Effect

GunGun

Parent: Effect

ChickenB

Parent: Effect

FishA

Parent: Effect

Debris

Parent: Effect

Variables:

  • size

Alarms:

  • alarm0
  • alarm1
ChestOpen

Parent: Effect

RabbitPaw

Parent: Effect

MeltSplat

Parent: Effect

Dust

Parent: Effect

Variables:

  • rot
  • growspeed
Bubble

Parent: Effect

ThrowHit

Parent: Effect

FishBoost

Parent: Effect

Curse

Parent: Effect

Wind

Parent: Effect

BubblePop

Parent: Effect

ReviveFX

Parent: Effect

Breath

Parent: Effect

RainDrop

Parent: Effect

Variables:

  • addx
  • addy
SnowFlake

Parent: Effect

Variables:

  • addx
  • addy
  • wave
Drip

Parent: Effect

WindNight

Parent: Effect

FireFly

Parent: Effect

Smoke

Parent: Effect

Variables:

  • rot
  • growspeed
LevelUp

Parent: Effect

Variables:

  • creator

Alarms:

  • alarm0
StrongSpirit

Parent: Effect

Variables:

  • creator
BloodLust

Parent: Effect

Variables:

  • creator
HorrorTB

Parent: Effect

Variables:

  • creator
SteroidsTB

Parent: Effect

Variables:

  • creator
RobotEat

Parent: Effect

Variables:

  • creator
LaserBrain

Parent: Effect

Variables:

  • creator
WepSwap

Parent: Effect

Variables:

  • creator
Deflect

Parent: Effect

DiscTrail

Parent: Effect

BulletHit

Parent: Effect

GroundFlame

Parent: Effect

Alarms:

  • alarm0
BlueFlame

Parent: Effect

Alarms:

  • alarm0
HealFX

Parent: Effect

PopupText

Parent: Effect

Variables:

  • time
  • target
  • mytext

Alarms:

  • alarm1
  • alarm2
Shell

Parent: Effect

Alarms:

  • alarm0
Feather

Parent: Effect

Variables:

  • fall
  • rot

Alarms:

  • alarm0
ExploderExplo

Parent: Effect

Variables:

  • dir
DustOLD

Parent: Effect

SmokeOLD

Parent: Effect

BoltStick

Parent: Effect

Variables:

  • target
LaserCharge

Parent: Effect

Alarms:

  • alarm0
IDPDPortalCharge

Parent: Effect

Alarms:

  • alarm0
Confetti

Parent: Effect

Variables:

  • rotspeed
  • mycol
  • z
Sweat

Parent: Effect

Alarms:

  • alarm0
BoltTrail

Parent: Effect

Variables:

  • creator
NothingBeamParticle

Parent: Effect

Alarms:

  • alarm0

Pickups

Rad

Parent: Pickup

Variables:

  • blink
  • rad

Alarms:

  • alarm0
BigRad

Parent: Pickup

Variables:

  • blink
  • rad

Alarms:

  • alarm0
AmmoChest

Parent: chestprop

Children: AmmoChestMystery, IDPDChest

Variables:

  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y
RogueChest

Parent: chestprop

Variables:

  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y
AmmoChestMystery

Parent: AmmoChest

Variables:

  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y
IDPDChest

Parent: AmmoChest

Variables:

  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y
HealthChest

Parent: chestprop

Variables:

  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y
  • spr_dead
WeaponChest

Parent: chestprop

Children: BigWeaponChest, BigCursedChest, GiantWeaponChest

Variables:

  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y
  • curse
ProtoChest

Parent: chestprop

Variables:

  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y
  • wep
GoldChest

Parent: chestprop

Variables:

  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y
  • curse
BigWeaponChest

Parent: WeaponChest

Variables:

  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y
  • curse
BigCursedChest

Parent: WeaponChest

Variables:

  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y
  • curse
GiantWeaponChest

Parent: WeaponChest

Variables:

  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y
  • curse
GiantAmmoChest

Parent: chestprop

Variables:

  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y
  • curse
RadChest

Parent: prop

Children: RadMaggotChest

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • raddrop
  • snd_dead: played upon death
  • team
  • size
  • maxhealth: maximum health
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • my_health: current health
RadMaggotChest

Parent: RadChest

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • raddrop
  • snd_dead: played upon death
  • team
  • size
  • maxhealth: maximum health
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • my_health: current health
VenuzWeaponSpawn

Parent: GameObject

Variables:

  • curse

Alarms:

  • alarm0
VenuzAmmoSpawn

Parent: GameObject

Variables:

  • curse

Alarms:

  • alarm0
HPPickup

Parent: Pickup

Variables:

  • blink
  • num

Alarms:

  • alarm0
AmmoPickup

Parent: Pickup

Variables:

  • blink
  • cursed
  • num

Alarms:

  • alarm0
RoguePickup

Parent: Pickup

Variables:

  • blink

Alarms:

  • alarm0
WepPickup

Parent: Pickup

Variables:

  • rotation
  • rotspeed
  • creator
  • wep
  • type
  • name
  • ammo
  • curse
  • roll: whether the weapon is randomized

Alarms:

  • alarm0: Determination' return
  • alarm1
chestprop

Parent: GameObject

Children: AmmoChest (+2), RogueChest, HealthChest, WeaponChest (+3), ProtoChest, GoldChest, GiantAmmoChest

Variables:

  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y
CrownPickup

Parent: GameObject

Variables:

  • ang1
  • ang2
  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y

UI

Menu

Parent: GameObject

Variables:

  • maxselect
  • select
  • mode
  • charsplat
  • charx
  • texty
  • namey
  • widescreen
  • p
  • logoin
  • extra
  • thanks
  • img
  • wave

Alarms:

  • alarm0: Logo sequence
  • alarm1: Character select screen setup
BackFromCharSelect

Parent: button

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • noinput
  • canspec
CharSelect

Parent: menubutton

Variables:

  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • num
  • p
  • overy
  • mouseover
  • noinput
  • race
  • race_id
  • index
  • locked

Alarms:

  • alarm0
GoButton

SP only

Parent: menubutton

Variables:

  • mouseover
  • mouseoverx
  • startaddy
  • num
  • p
  • overy
  • mouseovery
  • buttonanim

Alarms:

  • alarm0
Loadout

Parent: button

Variables:

  • mouseover
  • mouseoverx
  • anim
  • openanim
  • introsettle
  • overy
  • selected
  • mode
loadbutton

Parent: button

Children: LoadoutCrown, LoadoutWep, LoadoutSkin

Variables:

  • mouseover
  • mouseoverx
LoadoutCrown

Parent: loadbutton

Variables:

  • mouseover
  • mouseoverx
  • overy
  • addy
  • locked

Alarms:

  • alarm0
LoadoutWep

Parent: loadbutton

Variables:

  • mouseover
  • mouseoverx
  • overy
  • addy

Alarms:

  • alarm0
LoadoutSkin

Parent: loadbutton

Variables:

  • mouseover
  • mouseoverx
  • overy
  • addy
  • diy
  • skin
  • locked

Alarms:

  • alarm0
CampChar

Parent: GameObject

Variables:

  • lastx
  • lasty
  • num
  • spr_shadow
  • spr_shadow_x
  • spr_shadow_y
  • spr_slct
  • spr_menu
  • spr_to
  • spr_from
  • hammerhead
MainMenu

Variables:

  • select
  • maxselect

Alarms:

  • alarm0
PlayMenuButton

Parent: menubutton

Children: TutorialButton

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • num
TutorialButton

Parent: PlayMenuButton

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • num
MainMenuButton

Parent: menubutton

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • num
StatMenu

Parent: button

Variables:

  • mouseover
  • mouseoverx
  • current
  • select
  • maxselect
StatButton

Parent: menubutton

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • num
  • overy

Alarms:

  • alarm0
DailyArrow

Parent: button

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • myx
  • myy

Alarms:

  • alarm0
  • alarm1
WeeklyArrow

Parent: button

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • myx
  • myy

Alarms:

  • alarm0
  • alarm1
DailyScores

Parent: button

Children: WeeklyScores

Variables:

  • mouseoverx
  • prepareScoreGet
  • get
  • mouseover
  • daily
  • donedaily
  • dailytimer
  • dailyloaded
  • score_get

Alarms:

  • alarm1
  • alarm2
WeeklyScores

Parent: DailyScores

Variables:

  • mouseoverx
  • prepareScoreGet
  • get
  • daily
  • donedaily
  • dailytimer
  • dailyloaded
  • score_get
  • prepareScoreGetWeekly
  • getweekly
  • mouseover
  • weekly
  • canweekly
  • weeklytimer
  • weeklyloaded
  • weekly_char
  • weekly_crwn
  • weekly_swep
  • weekly_bskn
  • score_get_weekly

Alarms:

  • alarm1
  • alarm2
WeeklyProgress

Parent: menubutton

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • num
  • error
DailyMenuButton

Parent: menubutton

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • num
menubutton

Parent: button

Children: CharSelect, GoButton, PlayMenuButton (+1), MainMenuButton, StatButton, WeeklyProgress, DailyMenuButton, mutbutton (+4), PauseButton, GameOverButton, UnlockButton, OptionMenuButton, VisualsMenuButton, AudioMenuButton, GameMenuButton, ControlMenuButton

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • num

Alarms:

  • alarm0
  • alarm1
BackMainMenu

Parent: button

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • num
  • creator
legacy

UnlockAll

Parent: button

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim

Variables:

  • wave

Alarms:

  • alarm0
MenuOLDOLD

Variables:

  • race
  • wave
  • mode
  • credits
OptionSelect

Variables:

  • selected
QToggle

Parent: option

loadout

BSkinLoadout

Variables:

  • p

Alarms:

  • alarm0
CrownLoadout

Variables:

  • p

Alarms:

  • alarm0
StatsSelect

Variables:

  • selected
CrownSelect

Alarms:

  • alarm0

legacy

DailyToggle

Variables:

  • selected
UpdateSelect

Variables:

  • selected
CreditsSelect

Variables:

  • selected
LoadoutSelect

Variables:

  • selected
LoadoutOld

Variables:

  • num

Vlambeer

Variables:

  • anim
  • eyes
  • mode

Alarms:

  • alarm0

MakeGame

Variables:

  • rlog
  • saveid
  • loadid
  • iolock
  • locksa
  • locklo
  • gamepad

Alarms:

  • alarm0
  • alarm1
  • alarm2
CrownIcon

Parent: mutbutton

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • creator
  • p
  • index
  • num
  • addy
  • crown
  • name
  • text

Alarms:

  • alarm0
SkillIcon

Parent: mutbutton

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • p
  • index
  • addy
  • noinput
  • skill
  • num
  • creator
  • name
  • text

Alarms:

  • alarm0
EGSkillIcon

Parent: mutbutton

Children: CoopSkillIcon

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • p
  • index
  • addy
  • noinput
  • result
  • num
  • skill
  • creator
  • race
  • race_id
  • name
  • text

Alarms:

  • alarm0
CoopSkillIcon

Parent: EGSkillIcon

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • result
  • num
  • skill
  • creator
  • race
  • race_id
  • name
  • text
  • p
  • index
  • addy
  • noinput

Alarms:

  • alarm0
SkillText

Variables:

  • disappear
  • txt

Alarms:

  • alarm0
LevCont

Parent: GameObject

Variables:

  • select
  • wave
  • titley
  • titleanim
  • splatanim
  • txty
  • pick
  • maxselect
mutbutton

Parent: menubutton

Children: CrownIcon, SkillIcon, EGSkillIcon (+1)

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • num
  • creator
PauseButton

Parent: menubutton

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • num
  • noinput

Alarms:

  • alarm0
button

Children: BackFromCharSelect, Loadout, loadbutton (+3), StatMenu, DailyArrow, WeeklyArrow, DailyScores (+1), menubutton (+21), BackMainMenu, UnlockAll

Variables:

  • mouseover
  • mouseoverx
GameOverButton

Parent: menubutton

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • num
  • noinput

Alarms:

  • alarm0
UnlockPopup

Variables:

  • addy
  • txt
  • txt2

Alarms:

  • alarm0
  • alarm1
UnlockScreen

Children: BUnlockScreen

Variables:

  • splatimg
  • type
  • addy
  • alarmtimer

Alarms:

  • alarm0
BUnlockScreen

Parent: UnlockScreen

Variables:

  • splatimg
  • type
  • addy
  • alarmtimer
UnlockButton

Parent: menubutton

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • num

Alarms:

  • alarm0
OptionMenuButton

Parent: menubutton

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • num
VisualsMenuButton

Parent: menubutton

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • num
  • drag
AudioMenuButton

Parent: menubutton

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • num
  • drag
GameMenuButton

Parent: menubutton

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • num
  • canGetKey
  • drag
  • countdown
  • get_stream

Alarms:

  • alarm1
ControlMenuButton

Parent: menubutton

Variables:

  • mouseover
  • mouseoverx
  • mouseovery
  • buttonanim
  • startaddy
  • num
  • nid
  • drag
  • setme
  • wave
SetKey

Variables:

  • myinput

NTT-specific

EmoteIndicator

Parent: GameObject

Variables:

  • key: button to track
  • index: player that created this indicator
  • wave
  • maxwave
GameObject

Parent to all things that mods can create, destroy, or assign custom variables to.

Objects also support most built-in GameMaker variables like x, y, image_speed, etc.
Exception is alarms, which have to be accessed as alarm0 instead of alarm[0] or using alarm_get/alarm_set functions.

Pickup

A parent for pickups.

The game itself doesn't use it for anything.

Parent: GameObject

Children: Rad, BigRad, HPPickup, AmmoPickup, RoguePickup, WepPickup

Custom

CustomObject

Parent: GameObject

Variables:

  • on_destroy
  • on_step
  • on_begin_step
  • on_end_step
  • on_draw
CustomHitme

Parent: hitme

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • spr_walk: played if (speed != 0)
  • snd_dead: played upon death
  • my_health: current health
  • maxhealth: maximum health
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • snd_hurt: played upon hit
  • on_begin_step
  • on_step
  • on_end_step
  • on_draw
  • on_destroy
  • on_hurt
  • team
  • size
CustomProp

Parent: prop

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_walk: played if (speed != 0)
  • spr_shadow: shadow sprite (if any)
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • team
  • raddrop
  • snd_dead: played upon death
  • size
  • maxhealth: maximum health
  • spr_idle: played if (speed == 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • snd_hurt: played upon hit
  • on_step
  • on_death
CustomProjectile

Parent: projectile

Children: CustomSlash

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • damage
  • force: determines applied velocity on impact
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • deflected
  • on_wall
  • on_hit
  • on_anim
  • on_draw
  • on_step
  • on_begin_step
  • on_end_step
  • on_destroy
CustomSlash

Parent: CustomProjectile

Variables:

  • hitid: see lasthit on Player
  • team
  • creator: hitme that created this projectile (if any)
  • damage
  • force: determines applied velocity on impact
  • deflected
  • on_wall
  • on_hit
  • on_anim
  • on_draw
  • on_step
  • on_begin_step
  • on_end_step
  • on_destroy
  • typ: Projectile type,

    • 1: Can be deflected by shields/melee (e.g. bullets)
    • 2: Is destroyed by shields/melee (e.g. rockets)
    • other: Cannot be deflected (e.g. lightning).

  • candeflect: if set to false, destroys projectiles/grenades like a Shank
  • on_grenade
  • on_projectile
CustomEnemy

Parent: enemy

Variables:

  • nexthurt: when (see current_frame) the instance's invincibility ends.
    Note that some damage sources do not use this scheme.
  • spr_shadow_x: shadow X offset
  • spr_shadow_y: shadow Y offset
  • my_health: current health
  • spr_chrg: charge attack sprite, if any
  • spr_fire: normal attack sprite, if any
  • corpse: whether the enemy should leave a corpse
  • canmelee: whether the enemy can deal contact damage right now
    Any enemy can only deal contact damage once per second at most.
  • canfly: whether the enemy should not be killed for being off-level
  • wepseed: set by level generator, used for weapon drops
  • right: facing direction
  • kills: number of kills added for killing this enemy
  • team: default enemy team is 1, default IDPD team is 3
  • target: current player to pursue
  • snd_hurt: played upon hit
  • snd_dead: played upon death
  • snd_mele: player upon dealing contact damage
  • wkick: weapon offset for enemies that have them
  • raddrop: number of rads dropped upon death
  • maxhealth: maximum health
  • meleedamage
  • size
  • hitid: see lasthit on Player
  • spr_idle: played if (speed == 0)
  • spr_walk: played if (speed != 0)
  • spr_hurt: 3-frame sprite for taking damage
  • spr_dead: death+corpse sprite
  • spr_shadow: shadow sprite (if any)
  • on_destroy
  • on_step
  • on_begin_step
  • on_end_step
  • on_draw
  • on_hurt
  • on_death
  • candie
CustomBeginStep

Parent: CustomScript

Variables:

  • script
CustomStep

Parent: CustomScript

Variables:

  • script
CustomEndStep

Parent: CustomScript

Variables:

  • script
CustomDraw

Parent: CustomScript

Variables:

  • script

FireCont

Used as a sponge for side-effects when calling weapon_fire_ext.

May appear/disappear arbitrarily between levels.

Variables:

  • aimDirection
  • gunangle
  • infammo
  • can_shoot
  • reload
  • race
  • team
  • wkick
  • wepangle
  • wshift
  • wshake
  • right
  • accuracy
Dispose

self-destructs on any occasion, originally used for instance_change when the destroy-event should not be called.

Nowadays you can use instance_destroy(id, false) in GM or instance_delete(id) in NTT.

GmlMod

Objects of this kind are used as self instance for mods when called without context.

They do not have any built-in variables by default.

MiscCont

Does all sorts of things - Steam API calls, netcode, mod management, debug logging...

MultiMenu

NTT-specific Coop menu

DetectFCS0

Used to detect if the collision system is not being deterministic (which means no online multiplayer/replays)

Children: DetectFCS1, DetectFCS2