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kking117 edited this page Jul 28, 2018 · 4 revisions

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.