Here is a list of some uses for NReality mods I have come up with. Feel free to use them, though I would appreciate credit.
If you come up with any of your own, add them to the bottom in a separate section and indicate that you made them.
|ImageURL|SameImageURL?7 makes the background black and the texture of the image appear over the objects. See  for an example.
Type |||| before each mod.
12,maxtimer,10000; prevents normal doors from closing.
3,r,55;3,_xscale,6;3,_yscale,6; increases the size of gold's hitbox without making it appear larger.
0,speed,-1; creates drones that back up in a straight line without stopping or turning when they hit anything. If they would normally turn at the start, they turn first and then start backing up.
- 1. You can change the -1 to any other negative number to change the speed at which they move backwards.
- 2. This works for any type of (non-glitched) drone.
6,midAimSpeed,0;6,closeAimSpeed,0; causes gauss turrets' crosshairs to stop whenever they get close to the ninja.
6,closeAimSpeed,1;6,midAimSpeed,1;6,farAimSpeed,1; makes gauss turrets target the ninja instantly.
6,outerthreshold,60;6,midthreshold,59;6,innerthreshold,58;6,faraimspeed;-0.01;6,closeaimspeed,1;6,prefiredelay,1 makes the crosshair move away from you until you get close to it, then it fires immediately. Only good for death challenges really. 6,shotRate,0;6,prefireDelay,0;6,postfireDelay,0;6,outerThreshold,5000; creates a rapidly-firing gauss turret. Increase outerThreshold to increase the distance it fires from.
1,laserRate,3;1,laserPostfireDelay,0;1,laserPrefireDelay,7; will create a fast laser which will force the player to keep running or die.
1,laserPostFireDelay,100000; creates lasers that shut down after firing.
1,laserRate,100000; creates lasers that don't stop firing.
2,chaingunRate,0; creates a very hard-to-avoid chaingun.
2,chaingunRate,0;2,chaingunPrefireDelay,0;2,chaingunPostfireDelay,0; creates a nearly-impossible-to-avoid chaingun.
13,turnRate,0;13,maxspeed,15;13,startaccel,15; causes rockets to fire in a straight line and go much faster than normal. A chaingun-like effect can be created by stacking ~6 turrets and adding 13,prefireDelay,30;.
13,turnRate,-0.1; causes rockets to turn away from the ninja.
13,startaccel,-3.4;13,turnrate,-0.1;13,accelrate,0.5; causes rockets to move backwards but to follow the ninja.
4,mass,100; makes bounceblocks deadly.
4,mass,1; makes bounceblocks immovable.
4,stiff,1;4,mass,5; creates immobile, bouncy bounceblocks. Increasing mass increases the bounciness, and changing stiff to 0 makes the bounceblocks unusable after one bounce. Changing mass to 0 allows the ninja to walk/fall through them.
4,mass,-0.5; makes the bounceblock pull the ninja towards and through it. Using larger values increases the force that the block pulls with.
4,sleepThreshold,0; prevents bounceblocks from moving when they are not in contact with the ninja.
4,sleepThreshold,10000; prevents bounceblocks from stopping when they are any distance from their starting position. 4,stiff,-0.2;4,mass,0.9999999999999;4,sleepThreshold,10000; creates bounceblocks that appear to do nothing when the ninja touches them but suddenly move offscreen after a short period. 4,stiff,-2000;4,mass,0.99999999999999; creates bounceblocks that disappear after the ninja runs into them at a high speed.
11,fallSpeed,1000; causes thwumps to "fall" (in whichever direction they are facing) instantly.
11,raiseSpeed,1000; causes thwumps to return to their original position instantly.
11,fallspeed,0; makes unmoving thwumps.
11,fallSpeed,1;11,raiseSpeed,50000;11,xw,50000;11,_xscale,72; makes three-tile-wide thwumps that continuously but slowly travel down (assuming they're facing down) and then jump back up (or vice versa, if they're facing up). Change xw to yw and _xscale to _yscale if you want to use right/left facing thwumps.
Type ||||| before these mods, unless you already have object mods, in which case you only need to type |.
8,_xscale,-20;8,_yscale,-20; appears to invert the ninja, but doesn't affect gameplay. Note that this is an objectMod, meaning that it goes after the fourth |.
groundAccel,-0.15;airAccel,-0.12;skidFriction,0.99; essentially reverses the ninja's response to the left and right keys. It does, however, have some unavoidable (but minor) side effects.
r,20; creates a large, bouncy ninja.
r,5;normGrav,0.15;g,0.15; creates a small ninja that often dies from a tile glitch (the gravity modifiers are an attempt to prevent that).
normGrav,-0.3; reverses gravity, but only after the ninja jumps.
jumpAmt,0;jump_y_bias,0; creates a ninja who can't jump.
jump_y_bias,-6;g,-0.15;normGrav,-0.15; creates a ninja who jumps downwards and reverses gravity.
max_jump_time,125;jumpGrav,-0.06;jump_y_bias,-7; makes for sinusoidal walljumps. However, it also causes the ninja to die if he jumps from the ground. You can also replace 125 with 75 and -0.06 with -0.1 for faster jumping.
jump_y_bias,47; will cause jumping to teleport the ninja up multiple tiles. You can place a downwards-facing one-way pad at multiple locations above the ninja to stop him, though you may have to experiment with them a little.
jump_y_bias,0;jumpAmt,4; makes perpendicular jumps more perpendicular and makes walljumps act like regular perpendicular jumps.
groundAccel,0;airAccel,0; forces the player to play the map with only jumps (they have a little bit of control over how fast they skid to a halt, but not much).
terminal_vel,NaN; makes it impossible to die from normal falls (that is, falling with normal gravity without hitting a launchpad). However, if the ninja hits a wall or ceiling at high speeds, he will still die as normal. Also, if he hits the ground way too fast, he will die as well.
terminal_vel,0; makes the ninja die if he touches the ground or a slope.
jumpGrav,0;max_jump_time,NaN; allows the ninja to float in the air for as long as the jump button is held. He will continue to go up during this time until a wall or air friction stops him.
skidFriction,1;normDrag,0.9995;d,0.9995;wallFriction,0;terminal_vel,11; removes friction (and compensates for the side effects).
skidFriction,1.03; causes the ninja to speed up whenever he is sliding on the ground.
skidFriction,Infinity; causes the ninja to stop interacting with anything whenever he skids to a stop. It's not very usable, but it's interesting.
wallFriction,1.06; causes wallsliding to either stop the ninja or accelerate him violently upwards, depending if the ninja was falling slowly or quickly. This is not recommended for walls more than 1.5 tile-lengths from top to bottom.
standFriction,200; gives the ninja a burst of speed whenever he would come to a stop.
skidFriction,0; stops the ninja immediately after you let go of the arrow keys
groundAccel,.5; accelerate the ninja to its max speed immediately after pressing an arrow key
wallFriction,1; stops the ninja when it wallslides, creating a 'sticking' effect