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Doukutsu Randamu
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The list of all current used flag traits. All flag traits are defined in "flagTraits" tag. More...
Variables | |
constexpr const char * | NANITES = "nanites" |
Gives player a nano-machine protection, that activates after getting hit. | |
constexpr const char * | TIMESTOP = "timestop" |
Allows player to stop time when pressing Ability key. | |
constexpr const char * | INVIDIA = "invidia" |
Transforms Spur weapon into Invidia, a chargable beam of lightning power, that destroys both blocks and enemies. | |
constexpr const char * | BLADE_DASH = "blade_dash" |
Empowers dashing ability when used with Blade weapon. | |
constexpr const char * | DUCKS = "ducks" |
Surrounds player with orbiting ducky stars, that shoot ducks at nearby enemies. | |
constexpr const char * | HOOK_FLAIL = "hook_flail" |
Transforms Energy Flail weapon into Hook, that grapples player into walls with decent velocity with each swings. | |
constexpr const char * | WITCH_FIREBALL = "witch_fireball" |
Changes Fireball weapon to have properties, typically associated with Magician's Fireball. | |
constexpr const char * | PROPANE_TRAIL = "propane_trail" |
Prompts Fireball projectiles to spew smaller flames when travelling. | |
constexpr const char * | BUFFED_MACHINE_GUN = "buffed_machine_gun" |
Buffs Machine Gun weapon by making it deal more damage and apply more velocity even when not at level 3. | |
constexpr const char * | CONTROLLED_ROCKET = "controlled_rocket" |
Allows to "control" Rocket Launcher's missile by holding Ability key in exchange for not being invincible. | |
constexpr const char * | SUPER_DASH = "super_dash" |
Empowers dashing ability with more momentum and ability to "bump" into enemies. | |
constexpr const char * | SPIKE_EVADING = "spike_evading" |
Makes player invulnerable to spikes once certain velocity is reached. | |
constexpr const char * | WITCH_HITBOX = "witch_hitbox" |
Makes player's hitbox significantly smaller, allowing them to dodge with more leeway. | |
constexpr const char * | WATER_MOB_FRIEND = "water_mob_friend" |
Makes player invulnerable and unable to damage aquatic entities. | |
constexpr const char * | PROJECTILE_REPEL = "dash_projectile_repel" |
Makes player destroy any "projectiles" they contact during the dash. | |
constexpr const char * | STOMPING = "stomping" |
Allows player to hurt entities via holding Ability key and falling. | |
constexpr const char * | LEVEL_4_WEAPONS = "level_4_weapons" |
Allows player to obtain level 4 on their weapons. | |
constexpr const char * | IFRAMES_BOOST = "iframes_boost" |
Increases player's immunity frames. | |
constexpr const char * | NO_KNOCKBACK = "no_knockback" |
Prevents knockback from taking damage. | |
constexpr const char * | KO_PREVENTION = "ko_prevention" |
Saves player from one hit kills by setting their HP to 1 when taking too much damage. | |
constexpr const char * | EXPLODE_ON_HIT = "explode_on_hit" |
Spawns a big explosion when player is damaged. | |
constexpr const char * | LAST_STAND = "last_stand" |
Allows player to survive one fatal hit per generated stage and stay at 0 HP. | |
constexpr const char * | SNAKE_EMPOWER = "buffed_snake" |
Splits Snake's bullet into two bullets, going in synchronized patterns, and makes Snake weapon autofire. | |
constexpr const char * | SWORD_SHEATHING = "sword_sheathing" |
Allows player to charge up their next sword weapon swing, giving it increased damage and empowered state on successful hit. | |
constexpr const char * | HUNGER_SYSTEM = "hunger_system" |
Enables hunger system, turning player's health bar into food bar. | |
constexpr const char * | KNOCKBACK = "knockback" |
Makes player's bullets knock enemies in opposite directions. | |
constexpr const char * | MOUSE_TELEPORT = "mouse_teleport" |
Allows player to teleport into empty spaces with mouse control. | |
constexpr const char * | ICE_SKATES = "ice_skates" |
Allows player to slide on the ground without losing momentum, while holding Ability key. | |
constexpr const char * | NO_SLIPPERY = "no_slippery" |
Makes player immune to ice physics on certain stages. | |
constexpr const char * | EXCERPT_ALLIES = "excerpt_allies" |
Switches Curly ally's sprite sheet to more dark, sinister palette. | |
constexpr const char * | LOW_HP_RESIST = "low_hp_resist" |
Makes player take less damage, when they are below certain amount of health. | |
constexpr const char * | DASH_SPRINT = "dash_sprint" |
Allows player to enter special "sprinting dash" state, when holding Ability key. | |
constexpr const char * | DUCK_HEALTH = "duck_health" |
Binds duck counter to player's health and truncates all health interactions to correspond to 3 ducks. | |
constexpr const char * | BUFFED_DASH = "buffed_dash" |
Empowers dashing ability, allowing it to go through enemies and spikes without taking damage. | |
constexpr const char * | WALL_JUMP = "wall_jump" |
Allows player to jump without ground, if they are next to the wall. | |
constexpr const char * | WITCH_ASCENDING = "witch_ascending" |
Allows player to ascend infinitely by just holding Jump button. | |
constexpr const char * | DASH_FLOAT = "dash_float" |
Makes dashing ability not experience any gravity, making it go in straight line no matter what. | |
constexpr const char * | CAT_DASH = "cat_dash" |
Makes dashing ability go extremely fast in one direction until hitting the wall, like a fierce cat leap. | |
constexpr const char * | CAT_FLOAT = "cat_float" |
Reduces player's falling terminal velocity. | |
constexpr const char * | WITCH_DASH_VFX = "witch_dash_vfx" |
Makes dashing ability emit pink, self-transparent particles. | |
constexpr const char * | STAR_DASH_VFX = "star_dash_vfx" |
Makes dashing ability emit large amounts of small star trailing particles. | |
constexpr const char * | BETTER_DUCKS = "better_ducks" |
Binds duck counter to separate counter that empties with each hit and fully regenerates on cooldown end. | |
constexpr const char * | CAN_BOOST = "can_boost" |
Allows player to boost with certain amount of base fuel. | |
constexpr const char * | BOOSTER_0_8 = "booster_0_8" |
Sets boosting method to Booster 0.8 (straightforward accelerating upward force) | |
constexpr const char * | BOOSTER_2_0 = "booster_2_0" |
Sets boosting method to Booster 2.0 (instant high speed in four cardinal directions) | |
constexpr const char * | GRAVITY_FLIP = "gravity_flip" |
Allows player to flip their gravity with cooldown, making them fall towards ceiling instead of floor. | |
constexpr const char * | EXPLODING_FIREBALL = "exploding_fireball" |
Makes Fireball bullets explode on hitting enemies. | |
constexpr const char * | PRESS_DMG_REDUCE = "press_dmg_reduce" |
Reduces falling press enemy's damage. | |
constexpr const char * | BULLET_LIFE_BOOST = "bullet_life_boost" |
Modifies life-span of bullets. | |
constexpr const char * | DOUBLE_JUMP = "double_jump" |
Allows player to jump in air once. | |
constexpr const char * | CHEST_BOOST = "chest_boost" |
Influences amount of chests on a stage. | |
constexpr const char * | HIDDEN_EQUIPS = "hidden_equips" |
Defines flags for items that will have their overworld sprites hidden. | |
constexpr const char * | AMPHIBIOUS = "amphibious" |
Allows player to breath underwater without depleting air. | |
constexpr const char * | HIDDEN_WEAPONS = "hidden_weapons" |
Defines weapons that will have their overworld sprites hidden. | |
constexpr const char * | BOOSTER_FUEL_BOOST = "booster_fuel_boost" |
Modifies amount of booster fuel. | |
constexpr const char * | ACID_IMMUNITY = "acid_immunity" |
Provides immunity to harmful water in certain stages. | |
constexpr const char * | LIFESTEAL = "lifesteal" |
Gives player the lifesteal ability, rewarding them with hearts on dealing damage. | |
constexpr const char * | LIFESTEAL_MODIFIER = "lifesteal_modifier" |
Modifies the damage needed to generate a heart from lifestealing. | |
constexpr const char * | JUMP_ON_SPIKES = "jump_on_spikes" |
Allows player to jump on spikes to avoid them. | |
constexpr const char * | SPIKE_DAMAGE_RESIST = "spike_damage_resist" |
Removes the mechanic with spikes scaling their damage with player's health. | |
constexpr const char * | CHILL = "chill" |
Makes player's attacks chill enemies, making them move and attack slower. | |
constexpr const char * | WALL_STICKY = "wall_sticky" |
Allows player to stick to a wall with holding Ability key, nullifying their momentum. | |
constexpr const char * | ENERGY_PROJECTILE_ON_HIT = "energy_projectile_on_hit" |
Makes player attacks spawn additional energy projectiles. | |
constexpr const char * | RANGED_BLOCK_PLACE = "ranged_block_place" |
Allows to place blocks outside of point-blank with mouse controls. | |
constexpr const char * | PRECISE_PLACEMENT = "precise_placement" |
Makes Polar Star weapon account for player's momentum, making it far less likely to miss. | |
constexpr const char * | MANUAL_ROCKET_STOP = "manual_rocket_stop" |
Allows to manually stop Rocket Launcher's missile with Ability key. | |
constexpr const char * | TIGHTER_TURNING = "tighter_turning" |
Makes player's turn around much quicker by applying extra velocity. | |
constexpr const char * | MULTI_BLOCK_BREAKING = "multi_block_breaking" |
Changes Nemesis's bullets to spend its "hitpoints" to break blocks instead of instantly disappearing. | |
constexpr const char * | OFFSET_NEMESIS = "offset_nemesis" |
Moves Nemesis bullet's initial position upwards. | |
constexpr const char * | BULLET_LIMIT_BOOST = "bullet_limit_boost" |
Modifies the amount of bullets certain weapons can have on a screen. | |
constexpr const char * | EXTRA_BULLET_CHANCE = "extra_bullet_chance" |
Allows certain weapons to shoot an extra bullet. | |
constexpr const char * | FIRERATE_BOOST = "firerate_boost" |
Modifies the firerate of certain weapons. | |
constexpr const char * | INACCURATE_VELOCITY_MODIFIER = "inaccurate_velocity_modifier" |
Modifies the velocity and inaccuracy of Machine Gun and Bubbler. | |
constexpr const char * | ACCELERATE_FALL = "accelerate_fall" |
Makes player instantly go to terminal falling velocity, when holding Ability key. | |
constexpr const char * | SPEED_BOOTS = "speed_boots" |
Allows player to run faster than normal, including fancy particles. | |
constexpr const char * | LOW_DAMAGE_NULLIFY = "low_damage_nullify" |
Nullifies damage taken by player, if it is below certain value, with a chance. | |
constexpr const char * | WATER_FLOATING = "water_floating" |
Makes player rise out of water instead of sinking, when not holding the Ability key. | |
constexpr const char * | MAPPING = "mapping" |
Allows to use Map System screen, when pressing Map key. | |
constexpr const char * | EXP_SAVING = "exp_saving" |
Decreases the amount of experience lost on taking damage. | |
constexpr const char * | MINING_CHARGE_FROM_DAMAGE = "mining_charge_from_damage" |
Recharges Polar Star and Nemesis weapons when taking damage. | |
constexpr const char * | MINING_PASSIVE_CHARGE = "mining_passive_charge" |
Makes Polar Star and Nemesis slowly recharge passively. | |
constexpr const char * | SPUR_CHARGE_BOOST = "spur_charge_boost" |
Modifies the rate of Spur weapon charging mechanic. | |
constexpr const char * | WEAPON_RECHARGE_BOOST = "weapon_recharge_boost" |
Modifies the amount of bullets certain weapons can have on a screen. | |
constexpr const char * | LAVA_PROTECTION = "lava_protection" |
Protects user from taking damage from lava liquid in certain stages for short amount of time. | |
constexpr const char * | BREATH_EXTENSION = "breath_extension" |
Extends the amount of time player can breath underwater without drowning. | |
constexpr const char * | UNDERWATER_BUBBLE_VFX = "underwater_bubble_vfx" |
Adds bubbler visual effect, when player is underwater. | |
constexpr const char * | DROWNING_SLOWDOWN = "drowning_slowdown" |
Decreases the drowning damage rate. | |
constexpr const char * | MINING_STORAGE_BOOST = "mining_storage_boost" |
Modifies the maximum amount of ammo mining weapons can have. | |
constexpr const char * | JUMP_BOOST = "jump_boost" |
Modifies the jump velocity and charged jump force. | |
constexpr const char * | GLIDING = "gliding" |
Allows player to glide with Ability key, making them fall significantly slower and fly faster. | |
constexpr const char * | SWIM_BOOST = "swim_boost" |
Increases the swimming momentum. | |
constexpr const char * | CHARGED_SWIMS = "charged_swims" |
Allows player to use charged jump mechanics when swimming. | |
constexpr const char * | UNDERWATER_DASH = "underwater_dash" |
Empowers dashing ability when used underwater. | |
constexpr const char * | ATTACK_DAMAGE_MODIFIER = "attack_damage_modifier" |
Modifies the damage player does with their attacks. | |
constexpr const char * | UNIVERSAL_IFRAMES_MODIFIER = "universal_iframes_modifier" |
Modifies the amount of immunity frames player gets, when damaged. | |
constexpr const char * | DASH_MODIFIER = "dash_modifier" |
Modifies the properties of dashing ability. | |
constexpr const char * | MEDAL_SPAWN = "medal_spawn" |
Spawns specific entities (usually floating medals) at beginning of each stage. | |
constexpr const char * | LITTLE_MAN_SPAWN = "little_man_spawn" |
Spawns little man ally at beginning of each stage. | |
constexpr const char * | CURLY_SPAWN = "curly_spawn" |
Spawns Curly Brace ally, that sits at a back and shoots specific bullets at same time as player. | |
constexpr const char * | BOOSTERAMA_SPAWN = "boosterama_spawn" |
Spawns Boosterama ally at beginning of each stage. | |
constexpr const char * | WHIMSICAL_STAR = "whimsical_star" |
Spawns special star bullet, that spins around player and latches onto things, at beginning of each stage. | |
constexpr const char * | UNHINDERED_DIVING = "unhindered_diving" |
Removes slowdown from being underwater. | |
constexpr const char * | UNLIMITED_SWIM = "unlimited_swim" |
Allows player to swim upwards with just holding Jump underwater. | |
constexpr const char * | DASH_FLAME_TRAIL = "dash_flame_trail" |
Causes player to emit flame bullets while dashing. | |
constexpr const char * | CONTROLLED_LITTLE_MAN = "controlled_little_man" |
Makes little man ally try to move and jump in same direction as player. | |
constexpr const char * | SHOOTING_LITTLE_MAN = "shooting_little_man" |
Makes little man ally shoot certain bullets when trying to attack. | |
constexpr const char * | FLAT_DAMAGE_REDUCTION = "flat_damage_reduction" |
Reduces damage taken by player with substraction. | |
constexpr const char * | BOOSTER_DAMAGE = "booster_damage" |
Makes booster's particles deal damage. | |
constexpr const char * | REVIVAL_FROM_CURLY = "revival_from_curly" |
Allows player to cheat death one time. | |
constexpr const char * | HEART_MAGNET = "heart_magnet" |
Makes nearby heart pickups travel towards player. | |
constexpr const char * | SAVING_AMMO_CHANCE = "saving_ammo_chance" |
Adds a chance for any weapon to not consume its ammo. | |
constexpr const char * | DASH_REFRESHES_JUMP = "dash_refreshes_jump" |
Makes dashing move refresh double jump counter. | |
constexpr const char * | GLIDING_AFTER_DASH = "gliding_after_dash" |
Causes player to enter floaty state after dashing for short period of time. | |
constexpr const char * | STRAFE = "strafe" |
Allows player to "lock" their shooting direction while holding Ability key. | |
constexpr const char * | SCREEN_FREEZE = "screen_freeze" |
Makes all entities on screen freeze in place when pressing Ability key. | |
constexpr const char * | LITTLE_N_CURLY_TEAM_UP = "little_n_curly_team_up" |
Makes little man ally shoots specific bullets at same time as Curly ally. | |
constexpr const char * | RANGED_BLOCK_BREAK = "ranged_block_break" |
Allows to break blocks outside of point-blank with mouse controls. | |
constexpr const char * | MINING_FREEZE_AURA = "mining_freeze_aura" |
Creates a freezing ring around player, when they hold mining weapons. | |
constexpr const char * | TELEPORT_DASH = "teleport_dash" |
Turns dashing ability into short-distance teleportation. | |
constexpr const char * | VELOCITY_BASED_JUMP = "velocity_based_jump" |
Increases the jump force with player's horizontal velocity. | |
constexpr const char * | STAGE_COMPLETE_AMMO_BOOST = "stage_complete_ammo_boost" |
Adds additional ammo to specific weapons at beginning of new stage. | |
constexpr const char * | EXPERIENCE_BOOST = "experience_boost" |
Modifies the amount of experience player gets from pickups. | |
constexpr const char * | TAKEN_DAMAGE_BOOST = "taken_damage_boost" |
Modifies the amount of damage player gets from enemy hits. | |
constexpr const char * | MAX_XSPEED_LIMIT = "max_xspeed_limit" |
Modifies the max speed of the player. | |
constexpr const char * | PUPPY_FRIEND = "puppy_friend" |
Makes puppy entities (ID 126) not hurt the player. | |
constexpr const char * | NO_LIFE_CAPSULES = "life_capsules" |
Makes life capsules not spawn, regardless of "no life capsules" config setting. | |
constexpr const char * | TOTAL_RANDOMNESS = "total_randomness" |
Randomizes a lot of gameplay aspects every frame. | |
constexpr const char * | ANIMATION_STUTTERING = "animation_stuttering" |
Changes walking animation rate every frame to create stuttering effect. | |
constexpr const char * | SCORE_MULTIPLIER = "score_multiplier" |
Modifies the amount of score from each run. | |
constexpr const char * | WALKING_SOUND = "walking_sound" |
Configures the player's walking on ground sound. | |
constexpr const char * | UNWIELDY_SPARK_FLYING = "unwieldy_spark_flying" |
Increases acceleration when flying with Robotic Equipment weapon. | |
The list of all current used flag traits. All flag traits are defined in "flagTraits" tag.
Flag traits are pieces of logic that can be attached to specific flag. They have a name and optionally a list of parameters to be fetched by game's logic.
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Makes player instantly go to terminal falling velocity, when holding Ability key.
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Provides immunity to harmful water in certain stages.
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Allows player to breath underwater without depleting air.
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Changes walking animation rate every frame to create stuttering effect.
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Modifies the damage player does with their attacks.
[in] | modifier | The modifier for attack damage. |
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Binds duck counter to separate counter that empties with each hit and fully regenerates on cooldown end.
Basically it acts as 3 ducks that are bound to one player hit.
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Empowers dashing ability when used with Blade weapon.
Resulting dash move will be much faster and slice through enemies with Blade's projectile.
[in] | speed | The speed multiplier for Blade-empowered dash. |
[in] | cooldown | The cooldown multiplier for Blade-empowered dash. |
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Sets boosting method to Booster 0.8 (straightforward accelerating upward force)
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Sets boosting method to Booster 2.0 (instant high speed in four cardinal directions)
[in] | no_slowdown | A boolean toggle on whenever to preserve momentum on ending boosting or not. |
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Makes booster's particles deal damage.
[in] | range | The radius of boosting particle's hitbox in pixels. |
[in] | damage | The amount of damage boosting particle does per frame. |
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Modifies amount of booster fuel.
[in] | amount | The modifier for booster fuel. |
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Spawns Boosterama ally at beginning of each stage.
[in] | amount | The amount of Boosteramas that will spawn. |
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Extends the amount of time player can breath underwater without drowning.
[in] | modifier | The modifier for breath length. |
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Empowers dashing ability, allowing it to go through enemies and spikes without taking damage.
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Buffs Machine Gun weapon by making it deal more damage and apply more velocity even when not at level 3.
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Modifies life-span of bullets.
[in] | boost | The modifier to bullet lifespan. |
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Modifies the amount of bullets certain weapons can have on a screen.
machine_gun
, fireball
and bubbler
. gun_name | The modifier of bullet limit for specified weapon. Defaults to 1.0 . |
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Allows player to boost with certain amount of base fuel.
[in] | amount | The base amount of fuel this trait will provide to booster. |
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Makes dashing ability go extremely fast in one direction until hitting the wall, like a fierce cat leap.
[in] | speed | The speed multiplier for cat leaping dash. |
[in] | cooldown | The cooldown multiplier for cat leaping dash. |
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Allows player to use charged jump mechanics when swimming.
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Influences amount of chests on a stage.
[in] | base | The modifier to base amount of chests. Defaults to 1.0. |
[in] | amount | The static number added to amount of chests after other worldgen modifiers. |
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Makes player's attacks chill enemies, making them move and attack slower.
[in] | chance | The chance for enemy to be chilled on attack. Used as 1/X. |
[in] | rate | The amount of freeze frames each successful chill gives. |
[in] | cap | The maximum amount of freeze amounts one enemy can have. |
[in] | resist_npcs | The entity IDs that will have reduced amount of chilling applied. |
[in] | resist_rate | The modifier to rate when chill is applied to resistant entities. |
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Makes little man ally try to move and jump in same direction as player.
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Allows to "control" Rocket Launcher's missile by holding Ability key in exchange for not being invincible.
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Spawns Curly Brace ally, that sits at a back and shoots specific bullets at same time as player.
[in] | bullet | The ID of bullet for Curly ally to shoot. |
[in] | bullet_limit | The maximum amount of Curly ally's bullets on screen. |
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Causes player to emit flame bullets while dashing.
[in] | rate | The duration in frames between each flame. Defaults to 3 . |
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Makes dashing ability not experience any gravity, making it go in straight line no matter what.
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Modifies the properties of dashing ability.
[in] | duration | The duration multiplier for underwater dash. |
[in] | speed | The speed multiplier for underwater dash. |
[in] | cooldown | The cooldown multiplier for underwater dash. |
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Makes dashing move refresh double jump counter.
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Allows player to enter special "sprinting dash" state, when holding Ability key.
When "sprinting dash" is active, the player moves and turns much quicker, becomes much floatier and can double jump.
It also allows to dodge one direct hit with a cooldown.
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Allows player to jump in air once.
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Decreases the drowning damage rate.
[in] | modifier | The modifier for drowning rate. |
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Binds duck counter to player's health and truncates all health interactions to correspond to 3 ducks.
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Surrounds player with orbiting ducky stars, that shoot ducks at nearby enemies.
The movement pattern of ducky stars is the same as with vanilla's whimsical stars.
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Makes player attacks spawn additional energy projectiles.
[in] | chance | The chance for energy projectile to spawn. Used as 1/X. |
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Switches Curly ally's sprite sheet to more dark, sinister palette.
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Decreases the amount of experience lost on taking damage.
[in] | modifier | The modifier for experience loss reduction. |
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Modifies the amount of experience player gets from pickups.
[in] | modifier | The modifier for the experience amount. |
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Spawns a big explosion when player is damaged.
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Makes Fireball bullets explode on hitting enemies.
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Allows certain weapons to shoot an extra bullet.
machine_gun
, gatling_gun
and bubbler
. gun_name | The chance for extra bullet to be shot. Used as 1/X. |
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Modifies the firerate of certain weapons.
machine_gun
, gatling_gun
and bubbler
. gun_name | The modifier of firerate for specified weapon. Positive modifier means faster firerate, negative modifier means slower firerate. Defaults to 0.0. |
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Reduces damage taken by player with substraction.
[in] | amount | The amount of damage substracted from taken damage. |
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Allows player to glide with Ability key, making them fall significantly slower and fly faster.
[in] | max_speed | The modifier for max speed during gliding. |
[in] | acceleration | The modifier for acceleration rate during gliding. |
[in] | fall_slowdown | The modifier for falling speed reduction. |
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Causes player to enter floaty state after dashing for short period of time.
[in] | speed_multiplier | The modifier for maximum falling velocity during dash glide state. |
[in] | duration | The duration of this mechanic in frames. |
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Allows player to flip their gravity with cooldown, making them fall towards ceiling instead of floor.
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Makes nearby heart pickups travel towards player.
[in] | distance | The distance in pixels for hearts to start gravitating towards the player. |
[in] | speed | The modifier for speed, at which hearts move. |
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Defines flags for items that will have their overworld sprites hidden.
[in] | flags | The array of flags to hide. The flag must correspond to visual equip. |
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Defines weapons that will have their overworld sprites hidden.
[in] | ids | The array of weapon IDs to hide. |
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Transforms Energy Flail weapon into Hook, that grapples player into walls with decent velocity with each swings.
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Enables hunger system, turning player's health bar into food bar.
When active, the health bar will get unique, yellow-ish color and will slowly tick down. The special food pickups will be generated sometimes, when killing enemies.
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Allows player to slide on the ground without losing momentum, while holding Ability key.
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Increases player's immunity frames.
[in] | modifier | The modifier for immunity frames. |
[in] | modifier_light | The modifier for immunity frames received for taking 1 damage. |
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Modifies the velocity and inaccuracy of Machine Gun and Bubbler.
[in] | machine_gun_velocity | The modifier for base speed of Machine Gun's bullet. |
[in] | machine_gun_inaccuracy | The modifier for inaccuracy of Machine Gun's bullet. |
[in] | bubbler_velocity | The modifier for base speed of Bubbler's bullet. |
[in] | bubbler_inaccuracy | The modifier for inaccuracy of Bubbler's bullet. |
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Transforms Spur weapon into Invidia, a chargable beam of lightning power, that destroys both blocks and enemies.
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Modifies the jump velocity and charged jump force.
[in] | modifier | The modifier for base jump velocity. |
[in] | charge_modifier | The modifier for charged jump force amount. |
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Allows player to jump on spikes to avoid them.
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Makes player's bullets knock enemies in opposite directions.
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Saves player from one hit kills by setting their HP to 1 when taking too much damage.
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Allows player to survive one fatal hit per generated stage and stay at 0 HP.
[in] | speed_boost | The modifier applied to player's speed, when they are at 0 HP. |
[in] | flag_mark | The flag used to mark the usage of this trait. Defaults to 4301. |
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Protects user from taking damage from lava liquid in certain stages for short amount of time.
[in] | amount | The amount of lava protection time in frames. |
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Allows player to obtain level 4 on their weapons.
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Gives player the lifesteal ability, rewarding them with hearts on dealing damage.
[in] | amount_per_heart | The amount of damage needed to generate one heart pickup. |
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Modifies the damage needed to generate a heart from lifestealing.
[in] | amount | The modifier for damage per one heart, the lower number will make it require more damage. |
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Spawns little man ally at beginning of each stage.
[in] | amount | The amount of little mans that will spawn. |
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Makes little man ally shoots specific bullets at same time as Curly ally.
[in] | bullet | The ID of bullet for little man ally to shoot. |
[in] | bullet_limit | The maximum amount of little man ally's bullets on screen. |
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Nullifies damage taken by player, if it is below certain value, with a chance.
[in] | threshold | The value, below which the damage can be nullified. Inclusive. |
[in] | chance | The chance for damage to be nullified. Used as 1/X. |
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Makes player take less damage, when they are below certain amount of health.
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Allows to manually stop Rocket Launcher's missile with Ability key.
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Allows to use Map System screen, when pressing Map key.
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Modifies the max speed of the player.
[in] | modifier | The modifier for player's max speed. |
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Spawns specific entities (usually floating medals) at beginning of each stage.
[in] | ids | The array of NPC IDs that will spawn. |
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Recharges Polar Star and Nemesis weapons when taking damage.
[in] | amount | The base modifier for resulting weapon charge. |
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Creates a freezing ring around player, when they hold mining weapons.
[in] | distance | The range of freeze ring in pixels. |
[in] | rate | The amount of freeze frames applied inside the ring. |
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Makes Polar Star and Nemesis slowly recharge passively.
[in] | polar_star | The amount of frames needed for a single charge to be restored for Polar Star. |
[in] | nemesis | The amount of frames needed for a single charge to be restored for Nemesis. |
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Modifies the maximum amount of ammo mining weapons can have.
[in] | modifier | The modifier for maximum amount of ammo. If set to 0, the ammo will be infinite. |
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Allows player to teleport into empty spaces with mouse control.
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Changes Nemesis's bullets to spend its "hitpoints" to break blocks instead of instantly disappearing.
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Gives player a nano-machine protection, that activates after getting hit.
This shield makes player invulnerable and increases their attack damage.
[in] | projectiles | The boolean toggle specifying if nano-protection should shoot projectiles. Defaults to false . |
[in] | active_projectile_rate | The amount of frames between each projectile when shield is activated. |
[in] | passive_projectile_rate | The amount of frames between each projectile when shield is not active. |
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Prevents knockback from taking damage.
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Makes life capsules not spawn, regardless of "no life capsules" config setting.
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Makes player immune to ice physics on certain stages.
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Moves Nemesis bullet's initial position upwards.
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Makes Polar Star weapon account for player's momentum, making it far less likely to miss.
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Reduces falling press enemy's damage.
[in] | amount | The resulting damage of press (the initial damage is 13). |
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Makes player destroy any "projectiles" they contact during the dash.
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Prompts Fireball projectiles to spew smaller flames when travelling.
[in] | rate | The delay between each flame in frames. |
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Makes puppy entities (ID 126) not hurt the player.
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Allows to break blocks outside of point-blank with mouse controls.
[in] | distance | The max distance for breaking blocks in blocks. |
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Allows to place blocks outside of point-blank with mouse controls.
[in] | distance | The max distance for placing blocks in blocks. |
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Allows player to cheat death one time.
When the trait triggers, the Curly ally will be removed, the special flag will be set and the item, corresponding to flag with this trait, will be removed from inventory.
[in] | mark_flag | The flag used to track this trait's activation. Defaults to 1070 . |
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Adds a chance for any weapon to not consume its ammo.
[in] | chance | The chance for saving ammo. Used as 1/X. |
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Modifies the amount of score from each run.
[in] | amount | The modifier for the score. |
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Makes all entities on screen freeze in place when pressing Ability key.
[in] | amount | The amount of freeze frames each character recieves. |
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Makes little man ally shoot certain bullets when trying to attack.
[in] | bullet | The ID of bullet for little man ally to shoot. |
[in] | rate | The time between each bullet little man ally shoots in frames. Defaults to 9 . |
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Splits Snake's bullet into two bullets, going in synchronized patterns, and makes Snake weapon autofire.
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Allows player to run faster than normal, including fancy particles.
[in] | speed_multiplier | The modifier for max running speed. |
[in] | acceleration | The modifier for acceleration rate. |
[in] | particle_threshold | The fraction of running speed at which running particles should appear. |
[in] | air_speed_multiplier | The modifier for max running speed in the air. Defaults to 1.0 . |
[in] | air_acceleration | The modifier for acceleration rate in the air. Defaults to 1.0 . |
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Removes the mechanic with spikes scaling their damage with player's health.
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Makes player invulnerable to spikes once certain velocity is reached.
[in] | threshold | The horizontal threshold for spike evading in subpixels. |
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Modifies the rate of Spur weapon charging mechanic.
[in] | modifier | The modifier for Spur charge rate. Defaults to 1.0. |
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Adds additional ammo to specific weapons at beginning of new stage.
[in] | weapons | The IDs for weapons for their max ammunition to be increased. |
[in] | ammo | The amount of max ammo each weapon ID would get. |
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Makes dashing ability emit large amounts of small star trailing particles.
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Allows player to hurt entities via holding Ability key and falling.
[in] | explosive | The boolean toggle for whenever the damage method will be explosive or via special bullet. |
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Allows player to "lock" their shooting direction while holding Ability key.
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Empowers dashing ability with more momentum and ability to "bump" into enemies.
Super dashe has larger hitbox when touching enemies, allowing easier connect for hits. On successful bonk, it gives 60 immunity frames and bounces player backwards.
[in] | explode | The boolean toggle for whenever player should "bonk" from enemy or "ram" through with spawning explosions. Defaults to false . |
[in] | damage | The amount of damage done to enemy on successful bonk. |
[in] | freeze | The boolean toggle for whenever successful bonk should freeze the enemy. Defaults to false . |
[in] | freeze_time | The amount of chilling frames given to enemy on successful freezing bonk. |
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Increases the swimming momentum.
[in] | modifier | The modifier for swimming momentum. |
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Allows player to charge up their next sword weapon swing, giving it increased damage and empowered state on successful hit.
When empowered, swords will swing significantly faster and fire additional projectiles.
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Modifies the amount of damage player gets from enemy hits.
[in] | modifier | The modifier for the amount of taken damage. |
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Turns dashing ability into short-distance teleportation.
Resulting dash move can go through walls and any danger.
[in] | distance | The length of teleportation dash in blocks. |
[in] | damage | The amount of damage entities in dash's trajectory take. |
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Makes player's turn around much quicker by applying extra velocity.
[in] | effect | The multiplier to player's velocity when turning around. Defaults to 1. |
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Allows player to stop time when pressing Ability key.
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Randomizes a lot of gameplay aspects every frame.
min
and max
, both defined as percentages. So, to describe acceleration
trait parameter, for example, you need to define both min_acceleration
and max_acceleration
. [in] | dealt_damage | The range for player's attack damage. |
[in] | damage | The range for player's taken damage. |
[in] | shock | The range for player's immunity frames. |
[in] | exp | The range for amount of experience player gets from pickups. |
[in] | start_life | The range for player's starting life. |
[in] | limit | The range for player's max movement speed. |
[in] | running | The range for player's max running speed. |
[in] | jump | The range for player's jumping velocity. |
[in] | gravity | The range for player's falling velocity. |
[in] | friction | The range for player's ground friction. |
[in] | acceleration | The range for player's acceleration. |
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Adds bubbler visual effect, when player is underwater.
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Empowers dashing ability when used underwater.
Resulting dash move has short cooldown by default and moves through water with ease.
[in] | speed | The speed multiplier for underwater dash. |
[in] | cooldown | The cooldown multiplier for underwater dash. |
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Removes slowdown from being underwater.
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Modifies the amount of immunity frames player gets, when damaged.
[in] | modifier | The modifier for amount of immunity frames. |
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Allows player to swim upwards with just holding Jump underwater.
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Increases acceleration when flying with Robotic Equipment weapon.
[in] | speed_boost | The modifier for acceleration during Robotic Equipment flights. |
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Increases the jump force with player's horizontal velocity.
[in] | modifier | The base modifier for velocity increase. |
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Configures the player's walking on ground sound.
[in] | id | The sound ID for walking. Defaults to ID 24. |
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Allows player to jump without ground, if they are next to the wall.
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Allows player to stick to a wall with holding Ability key, nullifying their momentum.
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Makes player rise out of water instead of sinking, when not holding the Ability key.
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Makes player invulnerable and unable to damage aquatic entities.
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Modifies the amount of bullets certain weapons can have on a screen.
machine_gun
, gatling_gun
and bubbler
. gun_name | The modifier of firerate of specific weapon. |
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Spawns special star bullet, that spins around player and latches onto things, at beginning of each stage.
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Allows player to ascend infinitely by just holding Jump button.
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Makes dashing ability emit pink, self-transparent particles.
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Changes Fireball weapon to have properties, typically associated with Magician's Fireball.
Witch fireball has higher velocity, lifetime and explodes into pieces, when despawned.
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Makes player's hitbox significantly smaller, allowing them to dodge with more leeway.