FANDOM

N
1,288 Pages

m (objectMod: added information)
m (intro rewrite)
Line 2: Line 2:
 
'''|bgImage|fgImage|NRealityMapType|objectMod|playerMod'''
 
'''|bgImage|fgImage|NRealityMapType|objectMod|playerMod'''
   
Player 03 has created a list of applications for NReality mods which can be found [[User:Player_03/NReality_mods|here]].
+
Player 03 has created a [[User:Player 03/NReality mods|list of applications]] for NReality mods. New such uses should be posted there, not on this page.
   
  +
== 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 [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.
 
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 ==
  +
 
Any text in this slot will appear as a map's category when the map is displayed in the userlevels menu.
 
Any text in this slot will appear as a map's category when the map is displayed in the userlevels menu.
   
==objectMod==
+
== 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.
 
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.
   
Line 19: Line 19:
 
'''property''' indicates the property of the object to be modified.<br />
 
'''property''' indicates the property of the object to be modified.<br />
 
'''modification''' indicates the new value of the property, and it must be a number.
 
'''modification''' indicates the new value of the property, and it must be a number.
 
   
 
The objects indicated by each number are these:<br />
 
The objects indicated by each number are these:<br />
 
0: zap drone, seeker drone<br />
 
0: zap drone, seeker drone<br />
1: laser drone, [[List_of_NReality_Mods#Rotating_Laser_Drone|rotating laser drone]]<br />
+
1: laser drone, [[List of NReality Mods#Rotating Laser Drone|rotating laser drone]]<br />
 
2: chaingun drone<br />
 
2: chaingun drone<br />
 
3: gold<br />
 
3: gold<br />
Line 38: Line 37:
 
14: exit<br />
 
14: exit<br />
 
15: mine
 
15: mine
 
   
 
Here are the parameters that can be set for each type of object:<br />
 
Here are the parameters that can be set for each type of object:<br />
 
(Note: not all parameters have an effect on gameplay.)
 
(Note: not all parameters have an effect on gameplay.)
   
  +
=== zap drone, seeker drone (0) ===
   
===zap drone, seeker drone (0)===
 
 
'''r'''<br />
 
'''r'''<br />
 
default = 9<br />
 
default = 9<br />
 
'''speed'''
 
'''speed'''
   
  +
=== laser drone (1) ===
   
===laser drone (1)===
 
 
'''r'''<br />
 
'''r'''<br />
 
default = 9<br />
 
default = 9<br />
Line 63: Line 61:
 
default = 7; usage unknown
 
default = 7; usage unknown
   
Modifications for the [[List_of_NReality_Mods#Rotating_Laser_Drone|rotating laser drone]]:<br />
+
Modifications for the [[List of NReality Mods#Rotating Laser Drone|rotating laser drone]]:<br />
 
'''startingAngle'''<br />
 
'''startingAngle'''<br />
 
default = 0; controls the angle at which it starts<br />
 
default = 0; controls the angle at which it starts<br />
Line 71: Line 69:
 
no default value; if set, the laser will always be a fixed number of pixels long and can go through walls
 
no default value; if set, the laser will always be a fixed number of pixels long and can go through walls
   
===chaingun drone (2)===
+
=== chaingun drone (2) ===
  +
 
'''r'''<br />
 
'''r'''<br />
 
default = 9<br />
 
default = 9<br />
Line 86: Line 84:
 
default = 0.3; usage unknown
 
default = 0.3; usage unknown
   
  +
=== gold (3) ===
   
===gold (3)===
 
 
'''r'''<br />
 
'''r'''<br />
 
default = 6
 
default = 6
   
  +
=== bounceblock (4) ===
   
===bounceblock (4)===
 
 
'''stiff'''<br />
 
'''stiff'''<br />
 
default = 0.05; controls the speed at which the block bounces back- very high or very low values may prevent it from doing so<br />
 
default = 0.05; controls the speed at which the block bounces back- very high or very low values may prevent it from doing so<br />
Line 102: Line 100:
 
default = 0; usage unknown
 
default = 0; usage unknown
   
  +
=== launchpad (5) ===
   
===launchpad (5)===
 
 
'''r'''<br />
 
'''r'''<br />
 
default = 6<br />
 
default = 6<br />
Line 109: Line 107:
 
default = 5.1428568; controls launchpad strength
 
default = 5.1428568; controls launchpad strength
   
===gauss turret (6)===
+
=== gauss turret (6) ===
  +
 
'''closeAimSpeed'''<br />
 
'''closeAimSpeed'''<br />
 
default = 0.05; determines how fast the crosshairs move when close to the ninja<br />
 
default = 0.05; determines how fast the crosshairs move when close to the ninja<br />
Line 135: Line 133:
 
default = 10; controls the turret's cooldown time
 
default = 10; controls the turret's cooldown time
   
===floorguard (7)===
+
=== floorguard (7) ===
  +
 
'''r'''<br />
 
'''r'''<br />
 
default = 6<br />
 
default = 6<br />
Line 141: Line 139:
 
default = 51.428568
 
default = 51.428568
   
  +
=== thwump (11) ===
   
===thwump (11)===
 
 
(some apparently useless settings omitted)<br />
 
(some apparently useless settings omitted)<br />
 
'''xw'''<br />
 
'''xw'''<br />
Line 155: Line 153:
 
duplicate of fallspeed
 
duplicate of fallspeed
   
  +
=== door (12) ===
   
===door (12)===
 
 
'''doorsize'''<br />
 
'''doorsize'''<br />
 
default = 10; apparently useless<br />
 
default = 10; apparently useless<br />
Line 164: Line 162:
 
default = 5; controls how long the normal doors stay open after the ninja passes through
 
default = 5; controls how long the normal doors stay open after the ninja passes through
   
  +
=== rocket launcher (13) ===
   
===rocket launcher (13)===
 
 
'''speed'''<br />
 
'''speed'''<br />
 
default = 0; usage unknown<br />
 
default = 0; usage unknown<br />
Line 185: Line 183:
 
default = 0; usage unknown
 
default = 0; usage unknown
   
  +
=== exit (14) ===
   
===exit (14)===
 
 
'''r'''<br />
 
'''r'''<br />
 
default = 12; does not affect the exit switch
 
default = 12; does not affect the exit switch
   
  +
=== mine (15) ===
   
===mine (15)===
 
 
'''r'''<br />
 
'''r'''<br />
 
default = ~4
 
default = ~4
   
  +
=== Additional properties ===
   
===Additional properties===
 
 
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.
 
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.
   
Line 205: Line 203:
 
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.
 
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 ==
  +
 
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.
 
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.
   
Line 230: Line 228:
   
 
== Rotating Laser Drone ==
 
== Rotating Laser Drone ==
  +
 
A rotating laser drone cannot be created through the standard method of modding. Instead, it must be made by modifying a laser drone's code. The standard code for a laser drone is '''6^x,y,path,0,1,direction'''. To create a rotating laser drone, replace the fourth attribute with 1. This will not interfere with the code for standard laser drones, as that property was only used for zap/seeker drones.
 
A rotating laser drone cannot be created through the standard method of modding. Instead, it must be made by modifying a laser drone's code. The standard code for a laser drone is '''6^x,y,path,0,1,direction'''. To create a rotating laser drone, replace the fourth attribute with 1. This will not interfere with the code for standard laser drones, as that property was only used for zap/seeker drones.
   
See the [[List_of_NReality_Mods#objectMod|objectMod]] section for information about modifications for the rotating laser drone.
+
See the [[List of NReality Mods#objectMod|objectMod]] section for information about modifications for the rotating laser drone.

Revision as of 21:53, July 4, 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. New such uses should be posted there, not on this page.

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, rotating 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, seeker drone (0)

r
default = 9
speed

laser drone (1)

r
default = 9
speed
laserPrefireDelay
default = 30; determines the amount of time the drone will spend charging
laserPostfireDelay
default = 40; determines how long the drone will pause after firing
laserRate
default = 80; determines how long the drone will fire
laserLen default = 7; usage unknown

Modifications for the rotating laser drone:
startingAngle
default = 0; controls the angle at which it starts
rotateSpeed
default = 0.5; controls the speed and direction of rotation
fixedLaserLength
no default value; if set, the laser will always be a fixed number of pixels long and can go through walls

chaingun drone (2)

r
default = 9
speed
chaingunPrefireDelay
default = 35; determines the amount of time the drone will spend charging
chaingunPostfireDelay
default = 60; determines how long the drone will pause after firing
chaingunMaxNum
default = 8; usage unknown
chaingunRate
default = 6; usage unknown
chaingunSpread
default = 0.3; usage unknown

gold (3)

r
default = 6

bounceblock (4)

stiff
default = 0.05; controls the speed at which the block bounces back- very high or very low values may prevent it from doing so
mass
default = 0.2; controls the amount of force the block applies against the ninja- negative values make it propel the ninja forward
sleepThreshold
default = 40; determines how close the block has to come to its start position before it stops moving- low values make it stop sooner
sleepTimer
default = 0; usage unknown

launchpad (5)

r
default = 6
strength
default = 5.1428568; controls launchpad strength

gauss turret (6)

closeAimSpeed
default = 0.05; determines how fast the crosshairs move when close to the ninja
midAimSpeed
default = 0.035; determines how fast the crosshairs move when a medium distance away from the ninja
farAimSpeed
default = 0.03; determines how fast the crosshairs move when far away from the ninja
aimSpeed
default = 0.03; usage unknown
outerThreshold
default = 9216; determines how far away from the ninja is considered "far" away
midThreshold
default = 1764; determines what is considered to be "mid" distance from the ninja
innerThreshold
default = 576; determines how close the crosshairs must be to the ninja to be considered "close"
shotRate
default = 60; controls the minimum time between shots
shotTimer
default = 0; usage unknown
fireDelayTimer
default = 0; usage unknown
prefireDelay
default = 10; controls the turret's warm-up time
postfireDelay
default = 10; controls the turret's cooldown time

floorguard (7)

r
default = 6
speed
default = 51.428568

thwump (11)

(some apparently useless settings omitted)
xw
default = 9; controls thwump's width
yw
default = 9; controls thwump's height
fallspeed
default = 4.2857148; controls thwump's forward speed
raisespeed
default = 1.7142852; controls thwump's backward speed
speed
duplicate of fallspeed

door (12)

doorsize
default = 10; apparently useless
r
default = ~10; apparently useless
maxtimer
default = 5; controls how long the normal doors stay open after the ninja passes through

rocket launcher (13)

speed
default = 0; usage unknown
maxspeed
default = 3.4285716; controls the rocket's maximum speed
startaccel
default = 0.1; controls the rocket's acceleration for the first frame after it is created
curaccel
duplicate of startaccel
accelrate
default = 1.1; controls the rocket's acceleration
turnrate
default = 0.1; controls how far the rocket turns in one frame- at high values, it tends to turn too far and actually becomes less accurate
isHoming
default = false; usage unknown
prefireDelay
default = 10; controls how long the turret waits before firing a rocket, but has no effect on lagtime
fireDelayTimer
default = 0; usage unknown

exit (14)

r
default = 12; does not affect the exit switch

mine (15)

r
default = ~4

Additional properties

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 number of pixels, so setting this to 20 would make the object appear to be 20 pixels 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

Rotating Laser Drone

A rotating laser drone cannot be created through the standard method of modding. Instead, it must be made by modifying a laser drone's code. The standard code for a laser drone is 6^x,y,path,0,1,direction. To create a rotating laser drone, replace the fourth attribute with 1. This will not interfere with the code for standard laser drones, as that property was only used for zap/seeker drones.

See the objectMod section for information about modifications for the rotating laser drone.

Community content is available under CC-BY-SA unless otherwise noted.