Orange = Legacy PK2 Blue = PK2 SDL Green = Greta Engine Purple = Obsolete Gray = Empty
Orange = Legacy PK2 Blue = PK2 SDL Green = Greta Engine Purple = Obsolete Gray = Empty
AI NAME + NUMBER DESCRIPTION
0 - No AI 0 - Marks the last AI.
1 - Chicken 1 - Sprite jumps randomly and tries to get over obstacles.
2 - Egg 2 - Sprite dies if it hits the floor.
3 - Baby Chicken 3 - Exactly the same as Chicken, for some reason.
4 - Bonus (B) 4 - (seems to do absolutely nothing).
5 - Jumper 5 - Sprite jumps constantly.
6 - Basic AI (B) 6 - Sprite won't get off the map and looks at the same direction it's walking.
7 - Turns Horizontally from Obstacle 7 - Sprite turns horizontally if it hits an obstacle.
8 - Looks Out for Cliffs 8 - Sprite turns horizontally before it falls down from a cliff.
9 - Random Horizontal Change of Direction 9 - (seems to do absolutely nothing).
10 - Random Jumping 10 - Sprite jumps randomly.
11 - Follows the Player 11 - Sprite follows the player even if it doesn't see it.
12 - Random Starting Direction (Horizontal) 12 - Sprite randomly picks to go either left or right first.
13 - Follows the Player if it is in Front 13 - (self-explanatory)
14 - Transforms if Energy Below 2 (P) 14 - Sprite changes to Transformation Sprite when it's energy drops below 2.
15 - Transforms if Energy Above 1 (P) 15 - Sprite changes to Transformation Sprite when it's energy rises over 1.
16 - Start Direction Towards Player 16 - Sprite starts moving horizontally, towards the player.
17 - Ammonition 17 - Sprite dies when it hits a target, or when Charge Time is over. (Needs "Ammo type")
18 - Non-Stop Horizontal 18 - Sprite constantly moves horizontally and is not affected by friction.
19 - Attack 1 if Damaged 19 - (self-explanatory)
20 - Self-Destruction 20 - Sprite self-destructs if its Reload / Charge TIme is over.
21 - Attack 1 If Player is in Front 21 - (self-explanatory)
22 - Attack 1 If Player is Below 22 - (self-explanatory)
23 - Damaged by Water (P) 23 - Water tiles kill the sprite very quickly.
24 - Attack 2 If Player is in Front 24 - (self-explanatory)
25 - Kill 'em all 25 - Sprite damages both enemies and friends.
26 - Affected by Friction 26 - Friction slows the sprite down and stops it.
27 - Hides 27 - Sprite ducks if it's behind tile 144.
28 - Returns to Start Position X 28 - After nothing better to do the sprite always tries to return to it's starting X position.
29 - Returns to Start Position Y 29 - After nothing better to do the sprite always tries to return to it's starting Y position.
30 - Teleport 30 - Teleports the player (Needs "Teleporter type")
- In Greta Engine, you can make one-way teleporters by adding the "exit" teleporter as ammo1 sprite of the "entrance" teleporter. "Exit" teleporter can't have any AI.
31 - Attack 1 If Player is Above 31 - (self-explanatory)
32 - Attack 2 If Player is Above 32 - (self-explanatory)
33 - Transforms If Player is Below 33 - Sprite turns into its Transformation Sprite, if Player is Below.
34 - Transforms If Player is Above 34 - Sprite turns into its Transformation Sprite, if Player is Above.
35 - Throwable Weapon 35 - When summoned, sprite jumps once and has a random starting speed.
36 - Falls When Shaken (B) 36 - Sprite has weight / falls when the screen is shaken.
37 - Changes Skull Blocks If KO'ed 37 - Sprite switches Skull Blocks when KO'ed.
38 - Changes Skull Blocks If Damaged 38 - Sprite switches Skull Blocks when damaged.
39 - Self Destructs With Mother Sprite 39 - Sprite dies, if the sprite that summoned it dies.
40 - Follows Commands 40 - Sprite will follow commands given in the .spr2 file. (Commands are listed far below.)
41 - Moves X COS 41 - Sprite constantly moves horizontally in a range of 3 blocks. (COS)
42 - Moves Y COS 42 - Sprite constantly moves vertically in a range of 3 blocks. (COS)
43 - Moves X SIN 43 - Sprite constantly moves horizontally in a range of 3 blocks. (SIN)
44 - Moves Y SIN 44 - Sprite constantly moves vertically in a range of 3 blocks. (SIN)
45 - Moves X COS - Fast 45 - Sprite constantly moves horizontally in a range of 3 blocks. (COS) - Fast
46 - Moves Y SIN - Fast 46 - Sprite constantly moves vertically in a range of 3 blocks. (SIN) - Fast
47 - Moves X COS - Slow 47 - Sprite constantly moves horizontally in a range of 3 blocks. (COS) - Slow
48 - Moves Y SIN - Slow 48 - Sprite constantly moves vertically in a range of 3 blocks. (SIN) - Slow
49 - Moves Y SIN - Free 49 - Sprite constantly moves vertically in a range of 3 blocks. (SIN) - Free
50 - Random Turning 50 - Sprite continuously turns horizontally, if it's still.
51 - Jump If Player Is Above 51 - (self-explanatory)
52 - Self-transform (B) 52 - Sprite turns into its Transformation Sprite when Charge Time is over.
53 - Falls If Switch 1 Is Pressed (B) 53 - If Orange Switch is pressed, sprite has weight / falls.
54 - Falls If Switch 2 Is Pressed (B) 54 - If Blue Switch is pressed, sprite has weight / falls.
55 - Falls If Switch 3 Is Pressed (B) 55 - If Green Switch is pressed, sprite has weight / falls.
56 - Moves Down - If Switch 1 Is Pressed ( ↓ ) 56 - If Orange Switch is pressed, sprite moves downwards. ( ↓ )
57 - Moves Up - If Switch 1 Is Pressed ( ↑ ) 57 - If Orange Switch is pressed, sprite moves upwards. ( ↑ )
58 - Moves Right - If Switch 1 Is Pressed (→) 58 - If Orange Switch is pressed, sprite moves right. ( → )
59 - Moves Left - If Switch 1 Is Pressed (←) 59 - If Orange Switch is pressed, sprite moves left. ( ← )
60 - Moves Down - If Switch 2 Is Pressed ( ↓ ) 60 - If Blue Switch is pressed, sprite moves downwards. ( ↓ )
61 - Moves Up - If Switch 2 Is Pressed ( ↑ ) 61 - If Blue Switch is pressed, sprite moves upwards. ( ↑ )
62 - Moves Right - If Switch 2 Is Pressed (→) 62 - If Blue Switch is pressed, sprite moves right. ( → )
63 - Moves Left - If Switch 2 Is Pressed (←) 63 - If Blue Switch is pressed, sprite moves left. ( ← )
64 - Moves Down - If Switch 3 Is Pressed ( ↓ ) 64 - If Green Switch is pressed, sprite moves downwards. ( ↓ )
65 - Moves Up - If Switch 3 Is Pressed ( ↑ ) 65 - If Green Switch is pressed, sprite moves upwards. ( ↑ )
66 - Moves Right - If Switch 3 Is Pressed (→) 66 - If Green Switch is pressed, sprite moves right. ( → )
67 - Moves Left - If Switch 3 Is Pressed (←) 67 - If Green Switch is pressed, sprite moves left. ( ← )
69 - Moves X COS - Free 68 - Sprite constantly moves horizontally in a range of 3 blocks. (COS) - Free
69 - Moves Y COS - Free 69 - Sprite constantly moves vertically in a range of 3 blocks. (COS) - Free
70 - Turns Vertically from Obstacle 70 - Sprite turns vertically if it hits an obstacle.
71 - Random Starting Direction (Vertical) 71 - Sprite randomly picks to go either up or down first.
72 - Start Direction Away from Player (Vertical) 72 - Sprite starts moving vertically, away from the player.
73 - Climber 1 73 - Sprite bounces from walls, floor and ceiling
74 - Climber 2 74 - Sprite moves along walls (kind of)
75 - Runs Away From Player If Seen by it 75 - Sprite runs away from the Player, if the Player is looking at it.
76 - Reborn (B) 76 - Reappears after killed. In Greta Engine, it has a cooldown, which is the Charge Time.
77 - Arrow Left ( ← ) 77 - Makes sprites with AI 81 ("Moves to Arrows Direction") move to the left. ( ← )
78 - Arrow Right ( → ) 78 - Makes sprites with AI 81 ("Moves to Arrows Direction") move to the right. ( → )
79 - Arrow Up ( ↑ ) 79 - Makes sprites with AI 81 ("Moves to Arrows Direction") move upwards. ( ↑ )
80 - Arrow Down ( ↓ ) 80 - Makes sprites with AI 81 ("Moves to Arrows Direction") move downwards. ( ↓ )
81 - Move to Arrows Direction 81 - Makes the sprite move to arrows direction, if it touches a sprite with AI 77, 78, 79 or 80.
82 - Transform if Skull Blocks changed 82 - Sprite turns into its Transformation Sprite, if Skull Blocks are switched.
83 - Die if Skull Blocks changed 83 - Sprite dies, if Skull Blocks are switched.
84 - Returns to Origin X - Constant 84 - Similar to AI 28 ("Return to Start Position X"), but without oscillations.
85 - Returns to Origin Y - Constant 85 - Similar to AI 29 ("Return to Start Position Y"), but without oscillations.
86 - Trigger "Event 1" if KO'ed 86 - (self-explanatory) - Event 1 shakes the screen when triggered.
87 - Trigger "Event 1" if Damaged 87 - (self-explanatory) - Event 1 shakes the screen when triggered.
88 - Transform if "Event 1" is triggered 88 - (self-explanatory)
89 - Die if "Event 1" is triggered 89 - (self-explanatory)
90 - Trigger "Event 2" if KO'ed 90 - (self-explanatory) - Event 2 doesn't shake the screen when triggered.
91 - Trigger "Event 2" if Damaged 91 - (self-explanatory) - Event 2 doesn't shake the screen when triggered.
92 - Transform if "Event 2" is triggered 92 - (self-explanatory)
93 - Die if "Event 2" is triggered 93 - (self-explanatory)
94 - Transform if Keylocks open 94 - Sprite will transform when all keys are collected.
95 - Die if Keylocks open 95 - Sprite will die when all keys are collected.
96 - Trigger "Event 1" if Bonus is collected 96 - (self-explanatory) - Event 1 shakes the screen when triggered.
97 - Trigger "Event 2" if Bonus is collected 97 - (self-explanatory)
98 - Change Skull Blocks if Bonus is collected 98 - (self-explanatory)
(99 and 100 are empty) -
101 - Background Sprite Moon 101 - Sprite is aligned to the top of the screen. (Needs to be a Background Type sprite)
102 - Background Sprite Moves to Left 102 - (unused)
103 - Background Sprite Moves to Right 103 - (unused)
104 - Background Horizontal Parallax 104 - Removes Y parallax ( For BG and FG sprites. )
105 - Background Bring to Front 105 - Sorts BG/FG sprites despite their parallax, to the front.
106 - Background Send to Back 106 - Sorts BG/FG sprites despite their parallax, to the back.
(107 to 119 are empty) -
120 - Bonus - Clock 120 - Adds the Reload / Charge Time to the remaining level time.
121 - Bonus - Invisible 121 - During Charge time, makes Player immune to most damage, except Fire and Squeeze.
122 - Bonus - Super Jump??? 122 - (unused)
123 - Bonus - Super Fire??? 123 - (unused)
124 - Bonus - Super Speed??? 124 - (unused)
125 - Bonus - SUPER mode 125 - Like Super Mario Bros. Star, makes player invincible and insta-kill enemies during Charge time.
126 - Bonus - Can't be pushed 126 - Bonus sprite can't be pushed horizontally.
(127 and 128 are empty) -
129 - Transform if Damaged 129 - Sprite turns into its Transformation Sprite, if it takes damage.
130 - Follow Player Vertic. and Horiz. 130 - Sprite follows the Player vertically and horizontally only if it sees it.
131 - Follow Player Vertic. and Horiz. if it's in Front 131 - Sprite follows the Player vertically and horizontally even if it doesn't see it.
132 - Random Move Vertic. and Horiz. 132 - Sprite starts moving, vertically and horizontally.
133 - Blue Frog (Frog Jump 1) 133 - Sprite jumps every few seconds, only after touching the ground.
134 - Red Frog (Frog Jump 2) 134 - Sprite jumps every few seconds, even if it's in the air.
135 - Frog Jump 3 135 - (unused)
136 - Attack 2 if Damaged 136 - (self-explanatory)
137 - Attack 1 Non Stop 137 - Attacks with "Attack 1" non-stop. Cooldown is "Charge Time" or "Attack Pause".
138 - Attack 2 Non Stop 138 - Attacks with "Attack 2" non-stop. Cooldown is "Charge Time" or "Attack Pause".
139 - Turn if Damaged 139 - Sprite turns horizontally if damaged.
140 - Evil One 140 - Music stops if sprite is killed.
141 - Infinite Energy 141 - Can be damaged but never dies. Only falling into the void and die command can kill it.
142 - Throwable Weapon 2 142 - Same as throwable weapon, but sprite's X speed depends on the shooter's speed.
143 - Static Projectile 143 - Projectiles usually have an initial X speed. This AI makes that initial speed equal to 0.
144 - Dies if it hits a wall 144 - Sprite dies if it hits a wall, either vertically or horizontally.
145 - NPC collects bonuses 145 - Sprite with this AI will collect bonuses despite not being the player.
146 - Despawn if off-screen 146 - (self-explanatory)
147 - Heal if off-screen 147 - Sprite will heal to its maximum health when off-screen.
148 - Self-transform Random Prototype 148 - 50% chance of turning into its 'Transformation' Sprite or 'Ammo 2' Sprite when Charge Time is over.
149 - Jump if Player is in Front 149 - (self-explanatory)
150 - Max Speed 150 - Removes the max speed limit. You can make the player super fast with this.
151 - Max Speed (on Super) 151 - Removes the max speed limit when using a SUPER bonus.
152 - Diver swim 152 - Allows walking sprites to swim / float when they dive in water.
153 - Max speed (when swimming) 153 - Removes the max speed limit when swimming.
154 - Limited Player Control 154 - Player can't turn around, crouch or slow down. It can only move vertically and attack.
155 - Very Limited Player Control 155 - Player can only attack and kill itself.
156 - No contact Attack Animation 156 - Removes attack animation and "automatic Attack 1".
157 - Projectile - Aim Random 157 - A projectile starts diagonally aimed at random direction.
158 - Projectile - Aim at Player 158 - A projectile starts diagonally aimed at the player.
159 - Follows the Player - diagonally 159 - Sprite chases the player at constant speed.
160 - Attack 1 - if Player is nearby 160 - Sprite Attacks 1 if Player is nearby (in an ellipse formed by player detection x and y).
161 - Attack 2 - if Player is nearby 161 - Sprite Attacks 2 if Player is nearby (in an ellipse formed by player detection x and y).
- See Player Detection in the Sprite Regular Fields section.
162 - Transform if it touches the Floor 162 - (self-explanatory)
163 - Transform if it touches a Wall 163 - Same as 162, but it works on floor, walls or ceiling.
(164 to 169 are empty) -
170 - Egg 2 170 - Like egg AI, but sprite has proper destruction effect and gives its bonuses when killed.
171 - Non-Stop Vertical 171 - Sprite constantly moves vertically and is not affected by friction.
172 - Start Direction - Down ( ↓ ) 172 -(self-explanatory)
173 - Start Direction - Up ( ↑ ) 173 -(self-explanatory)
174 - Start Direction - Left ( ← ) 174 -(self-explanatory)
175 - Start Direction - Right ( → ) 175 -(self-explanatory)
176 - Look at the Player 176 - Sprite will always look at the player, without following it.
177 - Run Away from Supermode Player 177 - Sprite will run away from the player if the player is using Supermode.
(178 to 200 are empty) -
201 to 301 - Info AIs, from info 1 to 100 201 to 301 - Shows info if touched. Info can be edited in "infosign.txt" in the episode folder.
302 - Info if Touches Player 302 - Sprite displays the info based on its 'info_id' field, if sprite touches the player.
303 - Info if Damaged 303 - Sprite displays the info based on its 'info_id' field, if sprite is damaged.
304 - Info if Dead 304 - Sprite displays the info based on its 'info_id' field, if sprite is destroyed.
305 - Info if Bonus is Collected 305 - If sprite is a bonus, it displays the info based on its 'info_id' field, if sprite is collected.
(306 to 399 are empty) -
400 - Carry to the Exit 400 - Sprites with this AI must be carried to the exit. (Exit won't work until this happens)
401 - Chickbox 401 - ?
402 - Destructed Next to Player 402 - Self-destructs if the player is at around one block of distance.
403 - Transform if Dead 403 - (self-explanatory)
REGULAR FIELD DESCRIPTION
"always_active": false, - If true, sprite doesn't get inactive when it's not on the screen.
"projectile_charge_time": 0, - Duration (in miliseconds) for the cooldown of attacks.
"ammo1": "examplesprite.spr2", - Sprite will attack with this ammo if it attacks with Attack 1. (Also called egg attack)
"ammo2": "examplesprite.spr2", - Sprite will attack with this ammo if it attacks with Attack 2. (Also called doodle attack)
"attack1_time": 0, - Duration (in miliseconds) that Attack 1 animation plays. (Also called egg attack)
"attack2_time": 0, - Duration (in miliseconds) that Attack 2 animation plays. (Also called doodle attack)
"attack1_offset":{
"x": offset_x,
"y": offset_y
},
"attack2_offset":{
"x": offset_x,
"y": offset_y
},
-Here's a graphical representation of how attack offset works-
"player_detection":{
"x": 200,
"y": 350
},
"X" affects all "Attack/Jump if in Front" AIs (21, 24, 149).
"Y" affects all "Attack/Transform if Above/Below" AIs (22, 31, 32, 33, 34).
Both "X" and "Y" affects all "If Nearby" AIs (160, 161).
"bonus": "examplesprite.spr2", - Bonus is basically a sprite or sprites dropped when the current sprite is killed.
"bonus_always": false, - If true, sprite will ALWAYS drop its bonuses. If false, bonus drops are random.
"bonuses_number": 0, - Number of bonuses the sprite will drop when killed.
"can_glide": false, - If true, sprite can glide if the "jump" button is held after jumping (like Pekka does).
"can_open_locks": false, - If true, sprite is counted as a key, and it will open a lock if it touches it.
"can_swim": false, - If true, sprite's speed and physics won't be affected by water.
"charge_time": 0, - Duration (in miliseconds) for self-destruction, transformation and more functions.
"check_tiles": false, - If false, sprite can get through walls and isn't affected by tiles like wind or water.
"color": "normal", - Color of the sprite. ( normal / grey / blue / red / green / orange / violet / turquoise )
"damage": 0, - Ammount of damage the sprite deals to its enemies. (Number is negative for feathers)
"damage_type": 0, - Type of damage that the sprite causes to its enemies.
DAMAGE TYPES :
( Average cooldown = 50 ticks )
None - 0
👊 PUNCH - 1
👞 STOMP - 2
🗯 NOISE - 3
🔥 FIRE - 4
💧 WATER - 5
🧊 ICE - 6
🎁 BONUS - 7
⚡ ELECTRICITY - 8 ( 300 ticks cooldown )
🌠 MAGIC - 9
( Formerly and mistakenly called "self-destruction" )
🤏 CRUSH - 10
🤢 SMELL - 11
🌈 SUPERMODE / "ALL" - 12
🐝 STING - 13
💥 INSTANT - 14 ( 1 tick cooldown )
"effect": 0, - Visual effects for the sprite. (Check "Sprite Effects" section)
"enemy": false, - If true, sprite will damage sprites that aren't enemies and viceversa.
"energy: 1, - Energy / health of the sprite.
"frames_number": 1, - Number of total frames the spritesheet has.
"frame_rate": 1, - Animation Speed. The higher the frame rate, the slower the animations are.
"destruction_effect": 0, - Destruction effect when sprite dies.
DESTRUCTION EFFECTS :
None - 0
🐔 FEATHERS ( also when damaged ) - 1
🟊 STARS - 2 - 3 - 4 - 5 - 6 - 7 - 8
💥☁ EXPLOTION + SMOKE - 9 - 10 - 11 - 12 - 13 - 14 - 15
☁ SMOKE - 16 - 17 - 18 - 19 - 20 - 21 - 22
☁ ☁ ☁ SMOKE CLOUDS - 23
💦 SPLASH - 24 - 25 - 26 - 27 - 28 - 29 - 30
💥 EXPLOTION - 31 - 32 - 33 - 34 - 35 - 36 - 37
💀 ANIMATION ( can be combined ) - 100 ( + any previous number )
"indestructible": false, - Sprite can't be killed by anything.
"immunity_type": 0, - Immunity to a specific type of damage. Example: 4 makes sprite immune to fire damage.
"is_transparent": false, - Set it to true if you want to use the next two fields.
"blend_alpha": 50, - You can set the alpha value (how transparent the sprite will be).
"blend_mode": 0, - 1 = transparent sprite, 0 = non-transparent sprite, other = invisible sprite.
- If "blend_mode": 13 , sprite will become a mirror. Blinking colors become repurposed with this blend mode:
224 - Mirror Up ( ↑ )
225 - Mirror Left ( ← )
226 - Mirror Right ( → )
227 - Mirror Down ( ↓ )
( 228 to 239 are rendered normally )
"is_wall": false, - If true, sprite is an obstacle. It will be solid on the specified edges.
"is_wall_up": false, - If true, sprite is an obstacle on its top edge. (Needs "is_wall: true")
"is_wall_down": false, - If true, sprite is an obstacle on its bottom edge. (Needs "is_wall: true")
"is_wall_left": false, - If true, sprite is an obstacle on its left edge. (Needs "is_wall: true")
"is_wall_right": false, - If true, sprite is an obstacle on its right edge. (Needs "is_wall: true")
"max_jump": 0, - Max jump of the sprite. "Zero" is super low, but not null.
"max_speed": 0, - Max speed of the sprite. Normal speed is 4.
"name": "nameOfYourSprite", - Name of the sprite. It will appear in the level editor.
"parallax_type": 0, - Parallax type (For Background Sprites). "Zero" is static. "One" moves like moon sprite.
"picture": "exampleimage.bmp", - The image file of your sprite. Only 256-color indexed PNGs and BMPs are supported.
"random_sound_frequency": false, - If true, sprite will play its sounds at different tones / frequencies.
"score": 0, - Score that the sprite gives when killed.
"sound_frequency": 22050, - Frequency of the sounds played by the sprite. Normal frequency is = 22050.
"transformation": "examplesprite.spr2", - This is the sprite into which the current sprite can transform, if the order is given.
"type": 1, - (See "Sprite Types" section). Most common type is "one" (Character Type Sprite)
"version": 2.0, - Version of the sprite. ALWAYS leave this at 2.0 for .spr2 sprites.
"vibrates": false, - If true, sprite will vibrate / shake. (Like Apple Clusters)
"weight": 0.0, - Weight of the sprite. Any value higher than "one" shakes the screen.
"dead_weight": 0.0, - Weight of the sprite, when killed. Any value higher than "one" shakes the screen.
"info_id": 1, - ID of the info that the sprite will display when an info AI is triggered.
"ai": [ (AIs go Here) ], - All your sprite AIs go here. The .spr2 format doesn't require "AI 0" to end the sequence.
"commands": [ (Commands go Here) ], - Commands for AI 40.
"frame": { "width": 1, "height": 1, "pos_x": 1, "pos_y": 1}, - Size and position of the sprite frame / image. ( Counted from top-left to bottom-right )
"size": { "width": 1, "height": 1}, - Size of the sprite hitbox. ( Counted from the center, outwards )
"sounds": { "damage": "example.wav", "random": "example.wav" }, - All sounds go here. ( damage, destruction, attack1, attack2, random, special1, special2 )
"animations": { "idle": { "lntro": 1, "loop": true, "sequence": [1, 2] }, }, - All animation sequences go here. The .spr2 format allows more than 10 frames.
( idle, walking, squat, jump_up, jump_down, damage, death, attack1, attack2 ).
"Intro: (number)" means the intro frames of the animation. They will only play once and will be excluded from the loop after that.
Only add this if necessary. The number you choose will be the ammount of frames that will be "excluded" from the animation and counted as "intro" instead.
COMMAND DESCRIPTION
"chase_player", <ticks>, - Sprite chases the player for a specified ammount of time.
"die", - Sprite dies / self-destructs.
"make_sound", <sound_type>, - Sprite plays a specified sound. (Sound Type means: Attack 1, Damage, Special 1, etc.)
"thunder", - Triggers a visual thunder effect and also a thunder sound. (Warning: Thunder can be flashy).
"transform", - Sprite transforms into its "Transformation Sprite".
"wait", <ticks>, - Wait a specified time until next command...
"wait_random", <ticks_min>, <ticks_max>, - Wait a random time until next command... Range can be specified.
"waypoint_orig_xy", - Sprite returns to its origin X and Y position.
"waypoint_rx", <tiles_offset_x>, - Sprite moves to a point relative to its position, in the X axis.
"waypoint_ry", <tiles_offset_y>, - Sprite moves to a point relative to its position, in the Y axis.
"waypoint_rx", <tiles_offset_x>, <tiles_offset_y>, - Sprite moves to a point relative to its position, in the X and Y axis.
"waypoint_seen_player", - Sprite moves to the position where the player is at the time this command is executed.
"waypoint_x", <tile_x>, - Sprite moves to a certain global point, in the X axis.
"waypoint_y", <tile_y>, - Sprite moves to a certain global point, in the Y axis.
"waypoint_xy", <tile_x>, <tile_y>, - Sprite moves to a certain global point, in the X and Y axis.
"weather", <weather_id>, - Change the weather of the sector.
"lua", <global_lua_function_name>, - Calls global lua function from already loaded script.
"effect", <effect_id>, - Sprite "creates" a custom "destruction effect".
SPRITE EFFECT DESCRIPTION
0 - No Effect 0 - No Effect.
1 - Stars 1 - Sprite expells rainbow star particles. (as seen in the "Super" powerup given by AI 125).
2 - Smoke 2 - Sprite expells some sort of gray smoke..
3 - Thunder 3 - This might be removed or replaced, so don't use it!
SPRITE TYPE DESCRIPTION
0 - Nothing 0 - Nothing.
1 - Character Sprite 1 - Most common type of sprites. Sprite can't be grabbed by the player. Can be enemies or friends.
2 - Bonus Sprite 2 - Sprite can be grabbed by the player, if desired. Used for apples, boxes, some keys, etc.
3 - Ammonition Sprite 3 - Sprite dies when reload time is over, if it has Ammonition AI. Used for doodle, eggs and enemy projectiles.
4 - Teleport Sprite 4 - Teleports the player (Needs Teleport AI). It's possible to set a cooldown time and teleport sound.
5 - Background Sprite 5 - They show behind BG tiles. Parallax values can be used. Used for moon, trees, flowers, clouds, etc.
6 - Foreground Sprite 6 - They show in front of FG tiles. They work similarly to BG sprites, but they have inverted parallax.
7 - Currently Unused 7 -
8 - Currently Unused 8 -
9 - Black Hole Sprite 9 - Sprites that absolutely vanish other sprites, without destruction effects, score, etc.
EPISODE CONFIG. DESCRIPTION
*collectable_name Lets you choose the collectable name for the episode ( collectable that will replace Big Apples )
*glow_effect Activates the glowing colors in the palette ( grayish pink colors from index 224 to 239 ) for the map screen.
*hide_numbers Makes the numbers on top of each level icon invisible.
*ignore_collectable Makes episode have no collectables ( like Big Apples ).
*no_ending Makes episode have no ending screen when you beat its last level.
*visible_wind: yes If "yes", makes wind tiles visible, even if they use transparent color indexes.
*require_all_levels ???
*use_button_timer ???
Backwards Compatibility
"potion_transformation_offset: yes" If "yes", when the player grabs a potion, it will have some offset like in old PK2 versions.
"legacy_start_offset: true" If "true", player will have some offset relative to the START tile, like in old PK2 versions.
"legacy_camera_offset: true" If "true", game camera will be able to start with broken offsets, like in old PK2 versions.