Special Tile Reference Guide: Difference between revisions
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Refer to [[Level editing#The Special Sprites]] for descriptions of these. | Refer to [[Level editing#The Special Sprites]] for descriptions of these. | ||
1247 SEENINE: Refer to [[:Category:Editing C-9 Effects]] for a description. | |||
==GUNS AND AMMO== | ==GUNS AND AMMO== | ||
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==MISCELLANEOUS== | ==MISCELLANEOUS== | ||
560 MIRROR | |||
::[[:Category:Editing_Mirrors]] | |||
660 WATERDRIP | 660 WATERDRIP | ||
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901, 902, 903 STRIPEBALL, QUEBALL and POCKET | 901, 902, 903 STRIPEBALL, QUEBALL and POCKET | ||
::The three sprites for a working pool table. Make sure sprite 903 (pocket) is not blockable, otherwise the balls can not 'drop'. | ::The three sprites for a working pool table. Make sure sprite 903 (pocket) is not blockable, otherwise the balls can not 'drop'. | ||
1088 REACTOR | |||
::This object damages Duke with electricity if he is too close. It also does two things when it is destroyed: | |||
::*If it is on a rotating sector (i.e., [[SE0]] and [[SE1]]) the sector will permanently stop rotating. | |||
::*It triggers ''all'' remaining [[Masterswitch]]es in the level. If this is not desired, give the reactor any hitag other than zero. | |||
[[Category:Level editing documentation]] | [[Category:Level editing documentation]] |
Latest revision as of 13:26, 25 October 2014
EFFECT SPRITES
1 SECTOREFFECTOR
2 ACTIVATOR
3 TOUCHPLATE
4 ACTIVATORLOCKED
5 MUSICSFX
6 LOCATOR
7 CYCLER
8 MASTERSWITCH
9 RESPAWN
10 GPSPEED
Refer to Level editing#The Special Sprites for descriptions of these.
1247 SEENINE: Refer to Category:Editing C-9 Effects for a description.
GUNS AND AMMO
21 FIRSTGUNSPRITE
- The pistol. It contains 48 bullets.
22 CHAINGUNSPRITE
- The chaingun. It contains 50 bullets.
23 RPGSPRITE
- The RPG. It contains 5 rockets.
24 FREEZESPRITE
- The freezer. It contains 25 ammo.
25 SHRINKERSPRITE
- The shrinker/expander. It contains 5 shrinker crystals.
26 HEAVYHBOMB
- A single pipebomb.
27 TRIPBOMBSPRITE
- A single tripbomb. Do not confuse this with sprite #
28 SHOTGUNSPRITE
- The shotgun. Shotguns placed in a level by the mapper contain 10 rounds; those randomly dropped by pigcops contain 1-4.
29 DEVISTATORSPRITE
- The devastator. It contains 15 rockets.
32 GROWSPRITEICON
- Despite its appearance, this sprite does nothing.
37 FREEZEAMMO
- 25 ammo for the freezer.
40 AMMO
- 12 bullets for the pistol.
41 BATTERYAMMO
- 50 bullets for the chaingun.
42 DEVISTATORAMMO
- 15 rockets for the devastator.
44 RPGAMMO
- 5 rockets for the RPG.
45 GROWAMMO
- 20 expander crystals for the shrinker/expander.
46 CRYSTALAMMO
- 5 shrinker crystals for the shrinker/expander.
47 HBOMBAMMO
- A box of 5 pipebombs.
49 SHOTGUNAMMO
- 10 rounds for the shotgun.
HEALTH AND EQUIPMENT
51 COLA
- Restores ten health points.
52 SIXPACK
- Restores thirty health points
53 FIRSTAID
- The medikit. Has 100 points of health it can restore when the player desires.
54 SHIELD
- Armor. When placed in a level by the mapper, it restores the player's armor to 100%. When randomly dropped by a pigcop it restores the player's armor to 50% or 75%.
55 STEROIDS
- The steroids.
56 AIRTANK
- The scuba gear.
57 JETPACK
- The jetpack.
59 HEATSENSOR
- The night vision goggles.
60 ACCESSCARD
- A blue accesscard. Changing its palette to 21 or 23 turns it into a red or yellow access card respectively.
61 BOOTS
- The protective boots.
100 ATOMICHEALTH
- Adds 50 health to the player, to a maximum of 200%.
BUTTONS AND SWITCHES
142 NUKEBUTTON
- The nukebutton. Give it a lotag of 32767, 65534 or 65535 to end the level. For secret levels, give it a palette of 14 and a lotag equal to the level number you want to go to.
MISCELLANEOUS
560 MIRROR
660 WATERDRIP
- Causes drops of water to fall.
662 WATERBUBBLEMAKER
- Causes rising bubbles to spawn.
1267 RAT
- A rat that runs away from Duke and squeaks.
1272 TRASH
- A newspaper blown by the wind. This does not work properly, and just zooms off into the sky.
901, 902, 903 STRIPEBALL, QUEBALL and POCKET
- The three sprites for a working pool table. Make sure sprite 903 (pocket) is not blockable, otherwise the balls can not 'drop'.
1088 REACTOR
- This object damages Duke with electricity if he is too close. It also does two things when it is destroyed:
- If it is on a rotating sector (i.e., SE0 and SE1) the sector will permanently stop rotating.
- It triggers all remaining Masterswitches in the level. If this is not desired, give the reactor any hitag other than zero.
- This object damages Duke with electricity if he is too close. It also does two things when it is destroyed: