Editor Mechanism Guides

This page contains some useful mechanisms to use for custom levels.

## Health Bars

This is an example health system for custom levels.

Assuming :

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Rules:

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Managing health subtraction is done using , , and .

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You can make the player respawn on an  after dying by using .

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 and  are used to keep the player dead once they run out of health.

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Level:

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A  next to an X amount of s (said X amount being the amount of health you're giving to the player, the  needs to face the first  to be subtracted)

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An  at the respawn point

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NOTE: Of course, these objects are interchangeable, but if you're just starting out, it might be best to use these exact objects.

## Boss Fights, Part 1: How to make a basic boss fight

This page will show you how to make boss fights in the level editor. (Work in progress)

### Doing it

#### Adding the characters

Obviously, we need two objects, one on the left side to control, and the other being the boss.

#### Getting them to move and face each-other

Make the player object  and the boss  so it actually moves.

Use the directions () to make them look towards each-other, or use  to make them do that at any given time.

#### Making the chamber

Surround the player and the boss around a wall. Also don’t forget to add an overhang at the top to add two health bars.

#### Shooting mechanic

Add the rules (player)(projectile) for the player and (combination of ,  and ) (boss) (projectile 2).  and  will be enough for that one.

#### Getting the projectiles to move

Don’t forget to make the projectiles move with  or the fight will just be pointless.

#### Stopping the projectiles from staying on the screen forever

Add some objects at the leftmost and rightmost parts of the chamber and stopping them from going through each-other, both of which turns the projectiles into . Also make the removal object  to prevent camping. Rules required are:

* (projectile)  (projectile 2)
* (projectile)  (projectile 2)
* (projectile)  (removal)
* (projectile 2)  (projectile)
* (projectile 2)  (projectile)
* (projectile 2)  (removal)

#### Health Bar system

View the health bar section of this page for info on this.

#### Bigger spawn radius

Allows the boss to shoot AROUND it and ON TOP OF it at the same time.

* (boss)(projectile 2)\*

##### Minion spawns

Calls backup enemies that are killed in one shot and also shoot by themselves.

* (boss)  (minion)\*
* (minion)  (projectile 2)
* (minion)
* (minion)

Optional: You can make (boss)  to make it partially rely on this mechanic.

Glitch: Sometimes the boss object inside the health bar can spawn the minions and they can walk around in the health bar, defending it. This is completely intentional.

##### Explosive shots

Boss projectiles may not go all the way to the left, but disappear and turn all nearby tiles into (effect) instead.

* (projectile 2)  (boss)  (projectile 3)\*
* NOT OFTEN AND SELDOM (projectile 3)
* (projectile 3)  (effect)
* (projectile 3)  (effect)
* (effect) IS
* Optional: If you or the boss walks on it before it can explode, give it the same damage system as (projectile 2).

To make (effect) actually deal damage:

* Add two background objects onto the health bars.
* (effect)  (playerbg)
* (effect)  (player health)
* (effect)  (bossbg)  (can be removed just in case the boss walks into it’s own trap)

## Boss Fights, Part 2: How to make an efficient moveset for your boss battle

Right, now here's where the real stuff begins. You need to choose a moveset for your character and boss! Here's some ideas to get you started.

Note that you can place X IS NOT X and it emits a nice particle effect.

### Character Moveset Ideas

#### Homing Attack

* IDLE (character) MAKE (projectile)
* (projectile) IS MOVE
* (projectile) FOLLOW (boss)
* (projectile) ON (boss) IS EMPTY

#### Brief Invincibility (for 4 turns)

* IDLE (character) MAKE (object1)
* (object1) IS YOU AND (object2) IS YOU AND (object3) IS YOU AND (object4) IS YOU AND EMPTY
* (character) ON (object1) IS SAFE
* (character) ON (object2) IS SAFE
* (character) ON (object3) IS SAFE
* (character) ON (object4) IS SAFE

#### Bomb

* IDLE (character) MAKE (projectile)
* (projectile) NEAR (boss) IS MORE/BOOM
* (projectile) NEAR (projectile) IS EMPTY

### Boss Moveset Ideas

#### Spikey Mervert

* SELDOM (boss) MAKE COG
* COG MIMIC (bossprojectile) AND FOLLOW (character)
* COG ON (character) IS EMPTY
* (character) NEAR COG IS POWER
* (projectile) IS HOT
* COG IS MELT

#### Landmine

* SELDOM (boss) MAKE DOT
* (character) ON DOT IS POWER
* POWERED DOT IS NOT DOT/DONE/EMPTY

#### Spikefield

* SELDOM EMPTY NEAR (boss) IS SPIKE
* SELDOM SPIKE IS EMPTY
* (character) ON SPIKE IS POWER

#### Duplication

* (bosshurt) MAKE (bossduplicate)
* (bossduplicate) ON (projectile) IS NOT (bossduplicate)
* (character) ON (bossduplicate) IS (characterhurt)

#### Flood

Have the boss in some liquid (like WATER or BOG), place TILEs on the areas you want the liquid to stay and BRICKs on the area you want the backwash (the effect of the liquid retreating) to disappear, and add the following rules:

* (boss) FEAR EMPTY
* TILE AND BRICK IS GROUP
* GROUP IS HIDE
* (liquid) ON (backwash) AND NOT GROUP IS (backwash)
* SELDOM (liquid) NEXTTO EMPTY IS MORE
* POWERED (liquid) NOT ON TILE IS (backwash)
* (backwash) IS NUDGERIGHT
* (backwash) ON TILE IS EMPTY
* (backwash) ON BRICK IS (backwash)