PARAMS
kking117 edited this page Jul 28, 2018
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Chill Penguin's code has many parameters that can be edited easily.
To start modifying its parameters on a level basis, open your level's folder and open your lunadll.lua file in your preferred text editor. (if you don't have one make one).
Now type in: chillpenguin.GRAVITY = 0.5;
Now when you open up that level all Chill Penguins will fall much slower and will cover a large distance when jumping.
Identifiers/ Attack Pattern Parameters
| Parameter | Default Values | Comment/Function |
|---|---|---|
| chillpenguin.PENGID | 1 | All npcs with this ID will use Chill Penguin's ai code. |
| chillpenguin.ICEBALLID | 2 | All npcs with this ID will use the Ice Ball ai code, Chill Penguin will also spit this npc out when using its ice ball attack. |
| chillpenguin.STATUEID | 27 | All npcs with this ID will use the Ice Statue ai code, Chill Penguin will also spawn this npc when using its ice breath attack. |
| chillpenguin.PULLYID | 152 | The background object id that Chill Penguin recognizes as a pully. |
| chillpenguin.WIDTH | 60 | Chill Penguin's physics width. |
| chillpenguin.HEIGHT | 68 | Chill Penguin's physics height. |
| chillpenguin.GRAVITY | 1.25 | Chill Penguin's gravity. |
| chillpenguin.GRAVITYW | 0.66 | Same as above but in water. |
| chillpenguin.FRICTION | 8 | Chill Penguin's friction on ground. |
| chillpenguin.FRICTIONWATER | 4 | Chill Penguin's friction on the ground in water. |
| chillpenguin.FRICTIONAIR | 0.02 | Chill Penguin's friction when airborne. |
| chillpenguin.FRICTIONWATERAIR | 0.01 | Chill Penguin's friction when airborne in water. |
| chillpenguin.FRICTIONSLIDE | 0.04 | Chill Penguin's friction when using its sliding attack on the ground. |
| chillpenguin.FRICTIONSLIDEWATER | 0.01 | Chill Penguin's friction when using its sliding attack on the ground in water. |
| chillpenguin.HURTRNDDIR | {0, 0} | When set to 1 it makes Chill Penguin get knocked in a random direction when flinching instead of the opposite direction its facing. |
| chillpenguin.ATTACKRATIO | {1, 2, 3, 4, 5} | Controls the ratio of attacks Chill Penguin uses |
| chillpenguin.JUMPHEIGHT | -14 | Chill Penguin's jump height when using its leap attack. |
| chillpenguin.JUMPHEIGHTW | -7 | Same as above but in water. |
| chillpenguin.JUMPDISTMULT | 0.015 | Controls how far Chill Penguin goes relative to where it's trying to land when jumping. |
| chillpenguin.JUMPDISTMULTW | 0.01 | Same as above but in water. |
| chillpenguin.JUMPSEARCHDIST | 640 | How far forward Chill Penguin will search for a player to land on when jumping. |
| chillpenguin.SLIDESPEED | 10 | Speed that Chill Penguin starts at when using its slide attack. |
| chillpenguin.SLIDESPEEDW | 5 | Same as above but in water. |
| chillpenguin.SLIDESTOP | 4 | When Chill Penguin's speed reaches this low it'll stop using its slide attack. |
| chillpenguin.SLIDESTOPW | 3 | Same as above but in water. |
| chillpenguin.SLIDEBREAKER | {4, 60, 90, 188, 226, 293} | List of blocks Chill Penguin can break when using its slide attack. |
| chillpenguin.ICEBALL | {4, 4} | The range of ice balls Chill Penguin shoots before ending its attack. |
| chillpenguin.ICEBALLSPDX | 5 | The speed of the ice balls Chill Penguin shoots. |
| chillpenguin.ICEBALLSPDFLOORX | 4 | The speed of the ice balls Chill Penguin shoots that go across the ground. |
| chillpenguin.ICEBALLWATERXMULT | 0.5 | Speed multiplier for ice balls when in water. |
| chillpenguin.BLIZPOW | 0.4 | The blizzard's push strength. |
| chillpenguin.BLIZDUR | 180 | How long the blizzard lasts for. |
| chillpenguin.PULLSEARCHDISTY | 352 | How high up Chill Penguin will search for a pully to grab. |
| chillpenguin.PULLSEARCHDISTYW | 192 | Same as above but in water. |
| chillpenguin.PULLYDUR | 100 | How long Chill Penguin holds the pully before dropping down. |
| chillpenguin.ICEBREATHDUR | 122 | How long Chill Penguin uses its ice breath attack. |
| chillpenguin.STATUEMAXHP | 4 | How many hits it takes for the ice statue to break. |
| chillpenguin.STATUEWATERXMULT | 0.5 | Speed multiplier for the ice statue in water. |
| chillpenguin.FROZENDUR | 198 | If Chill Penguin is frozen this is how long until it breaks out. |
| chillpenguin.USEHEALTHBAR | {0, 1} | Determines if the health bar graphic should be displayed or not. |
| chillpenguin.DESPAWN | {1 , 0} | Determines if Chill Penguins can despawn when off screen. |
Damage and Health
| Parameter | Default Values | Comment/Function |
|---|---|---|
| chillpenguin.MAXHP | {10, 32} | Chill Penguin's maximum health. |
| chillpenguin.IFRAMES | 30 | How long Chill Penguin is invincible to damage after being hurt. |
| chillpenguin.AIRIFRAMES | true | When enabled Chill Penguin will be invincible until landing on the ground after flinching. |
| chillpenguin.DMG_STOMP | {2, 0, 2, 2, 0, 2} | Damage taken when stomped on. |
| chillpenguin.DMG_BUMP | {1, 0, 1, 0, 0, 0} | Damage taken when hit underneath by a block. |
| chillpenguin.DMG_PROJ | {2, 0, 2, 1, 0, 1} | Damage taken when hit by a projectile. |
| chillpenguin.DMG_SELF | {4, 4, 4, 2, 2, 2} | Damage taken when this npc is thrown into another. |
| chillpenguin.DMG_LAVA | {5, 2, 5, 3, 1, 3} | Damage taken when this npc touches lava. |
| chillpenguin.DMG_TAIL | {2, 0, 2, 1, 0, 1} | Damage taken when hit by a tanooki tail. |
| chillpenguin.DMG_SPIN | {3, 0, 3, 2, 0, 2} | Damage taken when hit by a spin jump. |
| chillpenguin.DMG_SWORD | {3, 1, 3, 3, 0, 3} | Damage taken by Link's sword and sword beams. |
| chillpenguin.FLINCHDMG | {2, 3, 3, 2, -1, 3} | If Chill Penguin takes this amount or more damage in a single hit it'll flinch and take knockback. |
Animation and Frames
| Parameter | Default Values | Comment/Function |
|---|---|---|
| chillpenguin.IDLESPD | 10 | Delay between each frame in Chill Penguin's idle animation |
| chillpenguin.FALLFRAME | 14 | The frame used when falling, the frame after it is used when facing right. |
| chillpenguin.RISEFRAME | 12 | The frame used when ascending, the frame after is used when facing right. |
| chillpenguin.HURTFRAME | 16 | The frame used when hurt or being held by the player, the frame after is used when facing right. |
| chillpenguin.JUMPFRAME | 8 | The two frames used when jumping, use four frames in total when including facing right frames. |
| chillpenguin.PREFRAME | 18 | The two frames used when telegraphing many other attacks, uses four in total when including facing right frames. |
| chillpenguin.SLIDEFRAME | 22 | Frames used when slding, the first frame is for when airborne the second when on the ground uses four in total when including facing right frames. |
| chillpenguin.SPITFRAME | 26 | Frames used during ice ball spit and ice breath attacks, uses two frames, four if when including facing right frames. |
| chillpenguin.PULLYFRAME | 30 | The frame used when holding the pully, the frame after is used when facing right. |
| chillpenguin.PULLYOFFSET | {4, 48} | Offsets the pully holding frame. |