N
No edit summary
m (added additional objectMods)
Line 7: Line 7:
 
==bgImage, fgImage==
 
==bgImage, fgImage==
 
Each of these slots will accept a link to an online image. The first image will be displayed in the background, and the second will be displayed in front of everything in the level.<br />
 
Each of these slots will accept a link to an online image. The first image will be displayed in the background, and the second will be displayed in front of everything in the level.<br />
The foreground image can also be made into a color filter, as described [Category:Levels]]metanet.2.forumer.com/index.php?showtopic=19543&st=1426 here]. To do this, add '''?#''' to the end of the image URL, where '''#''' is a number between 1 and 14.
+
The foreground image can also be made into a color filter, as described [http://metanet.2.forumer.com/index.php?showtopic=19543&st=1426 here]. To do this, add '''?#''' to the end of the image URL, where '''#''' is a number between 1 and 14.
   
 
==NRealityMapType==
 
==NRealityMapType==
Line 144: Line 144:
 
mine (15):<br />
 
mine (15):<br />
 
'''r'''
 
'''r'''
  +
  +
  +
There are also some properties relating to an object's display that can be applied to anything. Note that these will not affect gameplay, though.
  +
  +
'''_xscale''' controls an object's width. The input is a percent, so setting this to 200 would make the object twice as wide.<br />
  +
'''_yscale''' is the same as _xscale, except it applies to height.<br />
  +
'''_alpha''' controls an objects transparency, and can be anything from 0 to 100.<br />
  +
'''_color''' controls an object's color, and can modify red, green, and blue values for the object.<br />
  +
It can be set to a value in the format '''red%.redMod.green%.greenMod.blue%.blueMod.transparent%.transparentMod'''. The "%" values multiply that channel by the given percent (e.g., if blue% was 50, the object's blue hues would be half as intense). The "Mod" values add the given amount to that channel.
   
 
==playerMod==
 
==playerMod==

Revision as of 05:28, 2 July 2008

Mods for NReality take the form of a string added to the end of the standard map data. When the map is loaded, the string disappears and the modifications are applied. The string is formatted like this:
|bgImage|fgImage|NRealityMapType|objectMod|playerMod

Player 03 has created a list of applications for NReality mods which can be found here.


bgImage, fgImage

Each of these slots will accept a link to an online image. The first image will be displayed in the background, and the second will be displayed in front of everything in the level.
The foreground image can also be made into a color filter, as described here. To do this, add ?# to the end of the image URL, where # is a number between 1 and 14.

NRealityMapType

Any text in this slot will appear as a map's category when the map is displayed in the userlevels menu.

objectMod

This slot allows modifications to any type of object, though modifications to the ninja should be done in the playerMod slot. Modifications are applied to every object of the selected type, not to individual objects.

The modifications are formatted like this: objectNumber,property,modification;, and any number of them can be strung together.
objectNumber indicates the type of object and must be a number between 0 and 15.
property indicates the property of the object to be modified.
modification indicates the new value of the property, and it must be a number.


The objects indicated by each number are these:
0: zap drone, seeker drone
1: laser drone
2: chaingun drone
3: gold
4: bounceblock
5: launchpad
6: gauss turret
7: floorguard
8: ninja
9: drone (note: may conflict with modifications made to 0, 1, and 2)
10: oneway platform
11: thwump
12: door
13: rocket launcher
14: exit
15: mine


Here are the parameters that can be set for each type of object:
(Note: not all parameters have an effect on gameplay.)


zap drone (0):
r
speed


laser drone (1):
r
speed
laserPrefireDelay
laserPostfireDelay
laserRate
laserLen


chaingun drone (2):
r
speed
chaingunPrefireDelay
chaingunPostfireDelay
chaingunMaxNum
chaingunRate
chaingunSpread


gold (3):
r


bounceblock (4):
stiff
mass
sleepThreshold
sleepTimer


launchpad (5):
r
strength


gauss turret (6):
closeAimSpeed
midAimSpeed
farAimSpeed
aimSpeed
outerThreshold
innerThreshold
midThreshold
outerThreshold
midThreshold
innerThreshold
shotRate
shotTimer
fireDelayTimer
prefireDelay
postfireDelay


floorguard (7):
r
speed


oneway platform (10):
(nothing)


thwump (11):
(some apparently useless settings omitted)
xw
yw
fallspeed
raisespeed
speed


door (12):
doorsize
r
maxtimer


rocket launcher (13):
speed
maxspeed
startaccel
curaccel
accelrate
turnrate
isHoming
prefireDelay
fireDelayTimer


exit (14):
r


mine (15):
r


There are also some properties relating to an object's display that can be applied to anything. Note that these will not affect gameplay, though.

_xscale controls an object's width. The input is a percent, so setting this to 200 would make the object twice as wide.
_yscale is the same as _xscale, except it applies to height.
_alpha controls an objects transparency, and can be anything from 0 to 100.
_color controls an object's color, and can modify red, green, and blue values for the object.
It can be set to a value in the format red%.redMod.green%.greenMod.blue%.blueMod.transparent%.transparentMod. The "%" values multiply that channel by the given percent (e.g., if blue% was 50, the object's blue hues would be half as intense). The "Mod" values add the given amount to that channel.

playerMod

The syntax for this slot is much like the syntax for the objectMod slot, except without the identifier number: property,modification;. Again, any number of these can be strung together.

Here is a list of all modifiable properties:

r
maxspeedAir
maxspeedGround
groundAccel
airAccel
normGrav
jumpGrav
normDrag
winDrag
wallFriction
skidFriction
standFriction
g
d
jumpAmt
jump_y_bias
max_jump_time
terminal_vel