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| ==To do== | | ==To do== |
− | *Add ability descriptions.
| + | *Add screenshots and sprites. |
− | *Add Enemies, Bosses descriptions.
| + | [[User:CartridgeCulture|CartridgeCulture]] ([[User talk:CartridgeCulture|talk]]) 09:55, 13 July 2023 (EDT) |
− | *Add Tweaker variables definitions table.
| + | *[https://segaretro.org/index.php?title=File%3AHistoriemOmSega2_SE_Book.pdf&page=174 Funcom stories]...''"In the spring of 1994, Johan goes to a copy party in Oslo. Funcom is there to recruit new talent. He sees his chance and sends in an application with a floppy disc containing some demos. It all happens quickly. Carl-Henrik Skårstedt remembers it as a crazy process. - "We had a game design document of over 1000 A4 pages in a binder given to us by SEGA and we programmers had leafed through the design and decided that we didn't want to do this. When we spoke to our HR manager, he said that a new programmer [Johan Andersson] would start next week. We wondered who had interviewed him, but we had forgotten. It went pretty well anyway, but the poor guy got to be the main programmer for a game no one else wanted to make. The design was a test by SEGA to see if it would work well to finish the entire design before anyone started programming and graphics. That idea worked just as badly as it sounds. The project is a very ambitious action platform game called Nightmare Circus. - Nightmare Circus is really a game that would have benefited from having a producer," says Johan Andersson. "That was the company's biggest disadvantage, that they hired producers to manage projects, but they had zero knowledge of game development and didn't know how to manage people. None of us coders had even reached the age of 21 and were sitting as lead programmers. Our producer just worked on our game, but didn't do any planning and didn't talk to us very much. Then he quit and we were completely without project management for six months before our publisher sent over people to take over the project on site. But we were DONE! Despite the good results, SEGA decided to release Nightmare Circus only on its cable service SEGA Channel in North America and on cartridge via Tec Toy in Brazil."''--[[User:Asagoth|Asagoth]] ([[User talk:Asagoth|talk]]) 17:13, 13 November 2023 (EST) |
− | *Add screenshots. | |
− | *Add sprites.
| |
− | [[User:CartridgeCulture|CartridgeCulture]] ([[User talk:CartridgeCulture|talk]]) 21:23, 27 November 2022 (EST) | |
− | | |
− | ===Investigate=== | |
− | *'''Spirit Warrior''': The Spirit Warrior state allows players to slowly burn through MP to active the following abilities: prevents the spawning of non-boss/normal enemies, attacks drain players' MP and not HP, allows for "turning a bosses MP against them by using a powerful I-PSI shockwave ability". Galapagos frames this as entering "MP vs MP" mode where the focus is just fighting bosses (hence stopping normal enemy spawns), and implies that Spirit Warrior mode attacks also drain the bosses' MP exclusively? So you defeat their MP bar instead of their HP bar?
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− | *Manual implies attack strength may increase with your current PSI reserves, as it states "Raven can overcome the most demonic spirits in Nightmare Circus just attacking with a huge Psi." Meaning either your attacks do more damage, or (more likely) that its just "having a lot of MP means you can do harder-hitting attacks", but investigate.
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− | *Is there any penalty for not physically grabbing the souls that float out of enemies, like the enemies respawning, or the MP gain going to Jester's meter instead?)
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− | *Galapagos: "In addition, Jester doesn't become a game if Jester converts "The Sea of MP" to his own HP. Apart from "Sea of MP", "Jester's MP value" is set as a numerical value. The specification that the Jester in the game can recover his own HP within that range." Is this saying Jester's healing amount in the final battle is related to how many Jester Loans players have taken from him? OR maybe defeating (freeing the souls of) more of the game's enemies before the final battle gives Jester less MP to pull from to heal himself?
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− | *Paraphrased: "There is an alternative element of the game's interconnected MP system called "I-PSI Reserve". Unfortunately, it doesn't seem to be working (/or only works in very minor ways). There is a possibility that this is due to the game's unfinished development."{{ref|https://nitta.sakura.ne.jp/brazil/circus/circus-chapter1.html}}
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| ==User:CartridgeCulture learns basic formatting== | | ==User:CartridgeCulture learns basic formatting== |
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| :Thank you, this is awesome. I wanted text confirmation that Raven was Native American. Also those refs are so cool. I saw the missing photo of the dev team too, so sad :( Maybe if I send enough emails I can find whoever has the original :p 20:51, 23 December 2021 (EST) | | :Thank you, this is awesome. I wanted text confirmation that Raven was Native American. Also those refs are so cool. I saw the missing photo of the dev team too, so sad :( Maybe if I send enough emails I can find whoever has the original :p 20:51, 23 December 2021 (EST) |
| ::His brother is called ''White Eagle'' (player 2 on 2 player mode)... yep... it hurts when cool stuff gets lost... so sad... by the way... ''Leto Diablo'' is in fact ''Jester''... I just don't know why TecToy made such a mess with the villain's name...--[[User:Asagoth|Asagoth]] ([[User talk:Asagoth|talk]]) 21:06, 23 December 2021 (EST) | | ::His brother is called ''White Eagle'' (player 2 on 2 player mode)... yep... it hurts when cool stuff gets lost... so sad... by the way... ''Leto Diablo'' is in fact ''Jester''... I just don't know why TecToy made such a mess with the villain's name...--[[User:Asagoth|Asagoth]] ([[User talk:Asagoth|talk]]) 21:06, 23 December 2021 (EST) |
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− | ==[[Nightmare Circus/Tweaker]] (WIP)==
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− | ===Unique variables===
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− | {{multicol|cols=4|
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− | {{creditsheader|Relevant}}
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− | *Acceleration
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− | *Acceleration due to Gravity
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− | *Airspeed Limit
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− | *Ambush Radius
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− | *Animation I-PSI Usage Rate
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− | *Boss Dematerialization Duration
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− | *C-PSI
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− | *Damage Factor (factored with Power to increase damage dealt)
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− | *Gravity Change
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− | *Friction
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− | *I-PSI
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− | *I-PSI Usage Limit
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− | *Impact Factor (increases knockback distance, stun duration)
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− | *Incarnation C-PSI Limit
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− | *Jester I-PSI Loan Amount
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− | *Jester Loan I-PSI Threshold
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− | *Music Tempo Change
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− | *Speed
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− | *Speed Limit
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− | *Travel Speed
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− |
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− | TO DO
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− | *Incarnation Rate (Incarnation health recovery speed)
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− | *C-PSI (maximum C-PSI amount)
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− | *Weakness C-PSI Threshold (C-PSI value below which characters enter frenzy mode)
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− | *I-PSI (maximum I-PSI amount)
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− | *Weakness PSI Threshold (I-PSI value below which characters enter frenzy mode)
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− | *Power (factored with Damage Factor to increase damage dealt)
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− |
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− | *1-on-1 Combat C-PSI (maximum C-PSI amount during 1 on 1 Combat)
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− | *1-on-1 Combat I-PSI (maximum I-PSI amount during 1 on 1 Combat)
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− |
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− | *Animation I-PSI Usage Rate (0-A-100) MP consumption amount when operating this character (Raven) with Animate Special Ability
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− | *Bodysnatching I-PSI Usage Rate (0-14-100) MP consumption when operating this character (Raven) with the Bodysnatch Special Ability
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− | Combat
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− |
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− | *Co-op Move Height Radius (28-30-40) The range of height distance between the two brothers that can perform a co-op move. Can be activated within the range of Range value + Radius value
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− | *Co-op Move Height Range (8-20-30) The height distance between the two brothers where they can perform a co-op move. Cannot be activated between height distances less than the Range value
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− | *Co-op Move Width Radius (20-24-40) The range of distance between the two that can perform a co-op move. Can be activated within the range of Range value + Radius value
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− | *Co-op Move Width Range (1-10-20) The distance between the two brothers at which they can perform co-op moves. Can not be activated between distances less than the Range value
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− |
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− | *Draw-Back Threshold (0-2-3F) How difficult it is to be bounced on the floor. The higher the value, the less likely it is to be bounced.
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− | *Draw-Back Speed (0-200000-7FC000) Distance actually bounced when bounced on the floor. The bigger it is, the farther it will fly
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− | *Fall-Back Threshold (0-A-3F) How difficult it is to be bounced in the air. The higher the value, the less likely it is to be bounced.
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− | *Fall-Back Speed (0-240000-7FC000) The actual bounce distance when bounced in the air. The bigger it is, the farther it will fly
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− | *Back-Recovery Speed (0-1E000-100000) Distance to roll on the floor after being bounced. The bigger it rolls, the farther it rolls
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− | *Prone Delay (0-30-3FF0) Length of time (gap) in which no operation is accepted immediately after taking damage. Bigger is longer
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− | *Topple-Back Threshold (0-4-3F) The higher the value, the more sensitive it is to the "Topple-Back Speed" value.
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− | *Topple-Back Speed (20000-5A000-100000) Distance to squat forward when attacked from behind
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− | *Hard Landing Tolerance (0-6A000-400000) The short time (gap) in which no operations are accepted immediately after landing. Bigger is shorter
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− | *Landing Topple Torelance (1000-90000-400000) The standard of the difference in height at the moment of landing. If the value is small, even a slight difference in height will cause moss.
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− | *Landing Run Threshold (10000-41000-100000) The smaller the value, the more likely you are to run when you land while holding → (or ←).
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− | *Landing Control Loss Threshold (10000-86000-200000) The smaller the value, the easier it is to fall forward when landing while holding → (or ←).
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− | *Perching Control Loss (0-78000-400000) The smaller the value, the easier it is to fall forward when landing (one foot) on the edge of scaffolding.
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− | *Pivot Control Loss X-Speed (0-F0000-400000) If the value is 0, the bar (for the pendulum) cannot swing down
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− | *Pivot Control Loss Y-Speed (0-F0000-200000) If the value is small, the bar (for the pendulum) cannot swing down
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− | *Slide Friction (1000-14000-100000) Friction between floor and body. The lower the value, the longer the body slides after a bounce or moss.
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− | *Slide Friction Damage Factor (0-1-3F) Amount of damage taken while sliding the torso on the floor, such as being bounced.
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− | *Wall Impact Tolerance (4000-60000-100000) Wall Impact Tolerance. The smaller the value, the greater the damage when touching the wall.
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− | *Dazed Threshold (1-17-3F) Less dizzy. If the value is large, you will not be dizzy unless you are hit by a very strong attack.
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− | *Dazed Duration (1-6-100) Duration of dizziness. The higher the value, the shorter
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− | *Burning Duration (6-24-12C) The amount of time it takes to take damage after entering the sea of fire.
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− |
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− | *Travel Backwards Speed (2000-28000-70000) Travel Backwards Speed (2000-28000-70000)
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− | *Push Speed (1000-10000-10000) The speed at which the push cart is pushed forward. If it is less than 8000, it cannot be pressed.
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− | *Random Travel Duration (AA-50) The higher the value, the stronger the tendency to try to keep a distance from the other party when operating COM.
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− | *Travel Speed (4000-3D000-A0000) Speed of walking under. If it is 8000, it will not move forward, and if it is 7000 or less, it will reverse
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− | *Initial Run Speed (10000-40000-100000) Speed at the start of running
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− | *Run Acceleration (0-1000-2000) Acceleration since you started running. The higher the value, the faster it reaches the maximum speed.
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− | *Maximum Run Speed (10000-90000-100000) The maximum speed you can reach after you start running
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− | *Jump Up Y-Speed (22000-52000-F4000) Jump height when jumping with "↑" or "forward diagonal ↑"
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− | *Jump X-Speed (8000-30000-80000) Width of the jump. However, when Y-Speed is increased, the item is such that a subtle difference is barely noticeable.
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− | *Jump Y-Speed (22000-48000-F0000) Jump height when jumping with "back diagonal ↑"
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− | *Acceleration (0-A000-100000) Movement distance (≒ flexibility) when controlling in the air. If it is 0, control is not possible (e.g. vertical jump → vertical fall only)
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− | *Air Friction (0-6000-100000) Effectively the Raven's inertial mass. The smaller the value, for example, the longer the sideways movement distance when falling off the edge of a scaffold with the same momentum... This is directly linked to the difficulty of air control after jumping.
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− | *Air Speed Limit (8000-40000-100000) Lateral movement speed in the air. Items that greatly affect the width of the jump
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− | *Hand-Walk Speed (1000-14000-80000) Hand-Walk Speed
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− | *Climb Chimney Speed (1000-10000-80000) Speed climbing pits in Maggot-Men Act
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− | *Ladder Climbing Speed (40000-C0000-200000) Ladder climbing speed
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− | *Pole Climbing Speed (20000-140000-200000) Pole climbing speed
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− | *Wall of Death X-Speed (4000-10000-80000) Lateral movement speed on wire mesh
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− | *Wall of Death Y-Speed (4000-10000-80000) Vertical movement speed on wire mesh
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− |
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− |
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− | {{creditsheader|Enemy/hazard specific}}
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− | *1 on 1 Combat Speed Limit
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− | *Brake Speed
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− | *Chainsaw Proportion
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− | *Doppelganger Proportion
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− | *Drop Trapdoor Delay
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− | *Fatal Number of Bites
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− | *Fire Burn Rate
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− | *Fire Heat
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− | *Hatch Delay
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− | *Helter-Skelter Proportion
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− | *Hydra Proportion
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− | *Minimum Weak-Metal Lifetime
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− | *Morph Egg
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− | *Jester Proportion
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− | *Maximum Weak-Metal Lifetime
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− | *Pre-winch Delay
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− | *Shard
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− | *Spark Interval
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− | *Rotten Wood Lifetime
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− | *Tower Transition Duration
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− | *Ying Yang Brother Proportion
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− | *Weak-Metal Collapse Rate
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− | *Winch Speed
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− |
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− | {{creditsheader|What are these?}}
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− | *Active Limit
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− | *Aggressiveness
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− | *Clear Space Radius
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− | *Close Space Radius
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− | *Coalescence Theshold
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− | *Coalescence Theshold Reduction
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− | *Control Loss Bump Speed
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− | *Crash Speed Threshold
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− | *Cycle Speed
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− | *Deceleration
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− | *Dematerialization Position
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− | *Dude Movement Rate
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− | *Entry Delay
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− | *Exit Delay
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− | *Failure Probability
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− | *Impact Damage Factor
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− | *Impact Factor
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− | *Impact Speed Threshold
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− | *Initial Materialization Delay
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− | *Initial Speed
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− | *Landing Tolerance
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− | *Leftmost Trigger Position
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− | *Level Difficulty
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− | *Level2 Power Factor
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− | *Level3 Power Factor
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− | *Level4 Power Factor
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− | *Level5 Power Factor
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− | *Level6 Power Factor
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− | *Level7 Power Factor
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− | *Lifetime
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− | *Materialization Delay Reduction
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− | *Materialization Interval
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− | *Maximum Materialization Delay
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− | *Mimimum Speed
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− | *Minimum Materialization Delay
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− | *Minimum Speed
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− | *Probability
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− | *Random Points Change Rate
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− | *Rightmost Trigger Position
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− | *Rounds
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− | *Target Change Interval
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− | *Time to Reach Speed Limit
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− | *Total Number
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− | *Turning Region Radius
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− | *X-Amplitude
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− | *Y-Amplitude
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− | *Y/Z Gravity Change
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− | }}
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− |
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− | ===All variables===
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− | {{multicol|cols=4|
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− | *Scene Selection
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− | **Title Screen
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− | **Options Screen
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− | **1-on-1 Combat Screen
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− | **The Carnival
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− | ***Amusements
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− | ****House of Fun
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− | *****Entrance Room
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− | ******Jack in the Floor
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******Toy Cannon
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******Tumbling Jack
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− | *******Active Limit
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− | *******Materialization Interval
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− | ******Zeppelin
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******See-Saw Room
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− | *******X-Amplitude
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− | *******Y-Amplitude
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− | *******Speed
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− | ******Active Limit
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− | ******Dude Movement Rate
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− | ******Turning Region Radius
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− | ******Drop Trapdoor Delay
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− | ******Rotten Wood Lifetime
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− | ******Active Limit
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− | *****Elevator Room
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− | ******Jack in the Floor
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******Toy Cannon
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******Tumbling Jack
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− | *******Active Limit
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− | *******Materialization Interval
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− | ******Zeppelin
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******See-Saw Room
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− | *******X-Amplitude
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− | *******Y-Amplitude
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− | *******Speed
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− | ******Active Limit
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− | ******Dude Movement Rate
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− | ******Turning Region Radius
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− | ******Drop Trapdoor Delay
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− | ******Rotten Wood Lifetime
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− | ******Active Limit
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− | *****Room of Ladders
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− | ******Jack in the Floor
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******Toy Cannon
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******Tumbling Jack
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− | *******Active Limit
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− | *******Materialization Interval
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− | ******Zeppelin
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******See-Saw Room
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− | *******X-Amplitude
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− | *******Y-Amplitude
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− | *******Speed
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− | ******Active Limit
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− | ******Dude Movement Rate
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− | ******Turning Region Radius
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− | ******Drop Trapdoor Delay
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− | ******Rotten Wood Lifetime
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− | ******Active Limit
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− | *****Rotating Room
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− | ******Jack in the Floor
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− | *******Active Limit
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− | *******Ambush Radius
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− | *******Materialization Interval
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− | ******Toy Cannon
| |
− | *******Active Limit
| |
− | *******Ambush Radius
| |
− | *******Materialization Interval
| |
− | ******Tumbling Jack
| |
− | *******Active Limit
| |
− | *******Materialization Interval
| |
− | ******Zeppelin
| |
− | *******Active Limit
| |
− | *******Ambush Radius
| |
− | *******Materialization Interval
| |
− | ******See-Saw Room
| |
− | *******X-Amplitude
| |
− | *******Y-Amplitude
| |
− | *******Speed
| |
− | ******Active Limit
| |
− | ******Dude Movement Rate
| |
− | ******Turning Region Radius
| |
− | ******Drop Trapdoor Delay
| |
− | ******Rotten Wood Lifetime
| |
− | ******Active Limit
| |
− | *****See-Saw Room
| |
− | ******Jack in the Floor
| |
− | *******Active Limit
| |
− | *******Ambush Radius
| |
− | *******Materialization Interval
| |
− | ******Toy Cannon
| |
− | *******Active Limit
| |
− | *******Ambush Radius
| |
− | *******Materialization Interval
| |
− | ******Tumbling Jack
| |
− | *******Active Limit
| |
− | *******Materialization Interval
| |
− | ******Zeppelin
| |
− | *******Active Limit
| |
− | *******Ambush Radius
| |
− | *******Materialization Interval
| |
− | ******See-Saw Room
| |
− | *******X-Amplitude
| |
− | *******Y-Amplitude
| |
− | *******Speed
| |
− | ******Active Limit
| |
− | ******Dude Movement Rate
| |
− | ******Turning Region Radius
| |
− | ******Drop Trapdoor Delay
| |
− | ******Rotten Wood Lifetime
| |
− | ******Active Limit
| |
− | *****Bridge
| |
− | ******Jack in the Floor
| |
− | *******Active Limit
| |
− | *******Ambush Radius
| |
− | *******Materialization Interval
| |
− | ******Toy Cannon
| |
− | *******Active Limit
| |
− | *******Ambush Radius
| |
− | *******Materialization Interval
| |
− | ******Tumbling Jack
| |
− | *******Active Limit
| |
− | *******Materialization Interval
| |
− | ******Zeppelin
| |
− | *******Active Limit
| |
− | *******Ambush Radius
| |
− | *******Materialization Interval
| |
− | ******See-Saw Room
| |
− | *******X-Amplitude
| |
− | *******Y-Amplitude
| |
− | *******Speed
| |
− | ******Active Limit
| |
− | ******Dude Movement Rate
| |
− | ******Turning Region Radius
| |
− | ******Drop Trapdoor Delay
| |
− | ******Rotten Wood Lifetime
| |
− | ******Active Limit
| |
− | ****Hall of Mirrors
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− | *****Hall of Mirrors I
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− | ******Active Limit
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− | ******Initial Materialization Delay
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− | ******Maximum Materialization Delay
| |
− | ******Materialization Delay Reduction
| |
− | ******Minimum Materialization Delay
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− | *****Hall of Mirrors II
| |
− | ******Active Limit
| |
− | ******Initial Materialization Delay
| |
− | ******Maximum Materialization Delay
| |
− | ******Materialization Delay Reduction
| |
− | ******Minimum Materialization Delay
| |
− | ****Kaleidoscope
| |
− | *****Doppelganger
| |
− | ******Initial Materialization Delay
| |
− | ******Ambush Radius
| |
− | *****Mirror Drum
| |
− | ******C-PSI
| |
− | ******Speed
| |
− | ******Damage Factor
| |
− | ******Impact Factor
| |
− | ******Shard
| |
− | *******Active Limit
| |
− | *******Life Time (Lifetime?)
| |
− | *******Damage Factor
| |
− | *******Speed
| |
− | *****Minimum Speed
| |
− | *****Speed Limit
| |
− | *****Cycle Speed
| |
− | *****Exit Delay
| |
− | *****Doppelganger (different?)
| |
− | ******Clone Special Ability
| |
− | *******Active Limit
| |
− | *******Materialization Interval
| |
− | ***Rides
| |
− | ****Twin Wheels
| |
− | *****Roadie
| |
− | ******Materialization Interval
| |
− | *****Falling Punter
| |
− | ******Materialization Interval
| |
− | ******Random Interval Extension
| |
− | ******I-PSI
| |
− | ******Airspeed Limit
| |
− | ******Damage Factor
| |
− | ******Impact Factor
| |
− | *****Chair Fire
| |
− | ******Probability
| |
− | ******Lifetime
| |
− | ******Damage Factor
| |
− | *****Active Limit
| |
− | *****Initial Speed
| |
− | *****Acceleration
| |
− | *****Speed Limit
| |
− | *****1 on 1 Combat Speed Limit
| |
− | *****Animation I-PSI Usage Rate
| |
− | *****Fire Heat
| |
− | *****Fire Burn Rate
| |
− | *****Rotten Wood Lifetime
| |
− | ****Wall of Death
| |
− | *****Crawler
| |
− | ******Materialization Interval
| |
− | ******Ambush Radius
| |
− | *****Nasty Crawler
| |
− | ******Materialization Interval
| |
− | ******Ambush Radius
| |
− | *****Active Limit
| |
− | *****Entry Delay
| |
− | *****Music Tempo Change
| |
− | *****Time to Reach Speed Limit
| |
− | *****Gravity Change
| |
− | *****Y/Z Gravity Change
| |
− | *****Maximum Weak-Metal Lifetime
| |
− | *****Speed Limit
| |
− | *****Minimum Weak-Metal Lifetime
| |
− | *****Weak-Metal Collapse Rate
| |
− | *****Animation I-PSI Usage Rate
| |
− | *****Mimimum Speed
| |
− | *****Exit Delay
| |
− | ****Dodgems Rink
| |
− | *****Roadie
| |
− | ******Total Number
| |
− | ******Active Limit
| |
− | ******Materialization Interval
| |
− | ******Ambush Radius
| |
− | *****Helter Skelter
| |
− | ******Ambush Radius
| |
− | *****Dodgem Car
| |
− | ******Animation I-PSI Usage Rate
| |
− | ******Acceleration
| |
− | ******Friction
| |
− | ******Speed Limit
| |
− | ******Brake Speed
| |
− | ******Control Loss Bump Speed
| |
− | ******Impact Damage Factor
| |
− | *****Electric Rail
| |
− | ******Spark Interval
| |
− | ******Damage Factor
| |
− | *****Exit Delay
| |
− | *****Helter Skelter (different?)
| |
− | ******Haste Special Ability: Tornado
| |
− | *******Failure Probability
| |
− | *******I-PSI Usage Limit
| |
− | *******Acceleration
| |
− | *******Friction
| |
− | *******Speed Limit
| |
− | *******Deceleration
| |
− | *******Lifetime
| |
− | ***Roller Coaster
| |
− | ****Roller Coaster
| |
− | *****Roller Coaster Car
| |
− | ******Active Limit
| |
− | ******Materialization Interval
| |
− | ******Initial Speed
| |
− | ******Acceleration
| |
− | ******Friction
| |
− | ******Impact Speed Threshold
| |
− | ******Crash Speed Threshold
| |
− | ******Dematerialization Delay
| |
− | *****Roadie
| |
− | ******Active Limit
| |
− | ******Materialization Interval
| |
− | ******Ambush Radius
| |
− | *****Random Points Change Rate
| |
− | *****Tower Transition Duration
| |
− | *****Pre-winch Delay
| |
− | *****Winch Speed
| |
− | ****Work Yard
| |
− | *****Bumper
| |
− | ******C-PSI
| |
− | *****Wheel
| |
− | ******Total Number
| |
− | ******Active Limit
| |
− | ******Materialization Interval
| |
− | ******Maximum Height
| |
− | ******X-Speed
| |
− | ******Y-Speed
| |
− | ******Dematerialization Position
| |
− | ******Damage Factor
| |
− | ******Impact Factor
| |
− | ******Rightmost Trigger Position
| |
− | ******Leftmost Trigger Position
| |
− | *****Wrench
| |
− | ******Total Number
| |
− | ******Active Limit
| |
− | ******Materialization Interval
| |
− | ******Maximum Height
| |
− | ******X-Speed
| |
− | ******Y-Speed
| |
− | ******Dematerialization Position
| |
− | ******Damage Factor
| |
− | ******Impact Factor
| |
− | ******Rightmost Trigger Position
| |
− | ******Leftmost Trigger Position
| |
− | *****Exit Delay
| |
− | *****Chainsaw
| |
− | ******Combat
| |
− | *******Kata
| |
− | ********Travel Speed
| |
− | *******Nails
| |
− | ********Travel Speed
| |
− | **The Ticket Office
| |
− | ***Exit Delay
| |
− | ****Ying Yang Brother
| |
− | *****Puppeteering Special Ability
| |
− | ******Puppets per Brother
| |
− | **The Circus
| |
− | ***Body-Snatching Act
| |
− | ****Bar Morph
| |
− | *****Total Number
| |
− | *****Active Limit
| |
− | ****Pole Morph
| |
− | *****Total Number
| |
− | *****Active Limit
| |
− | ****Ring Morph
| |
− | *****Total Number
| |
− | *****Active Limit
| |
− | ****Rope Morph
| |
− | *****Total Number
| |
− | *****Active Limit
| |
− | ****See-Saw Morph
| |
− | *****Total Number
| |
− | *****Active Limit
| |
− | ****Trampoline Morph
| |
− | *****Total Number
| |
− | *****Active Limit
| |
− | ****Coalescence Theshold
| |
− | ****Coalescence Theshold Reduction
| |
− | ****Morph Egg
| |
− | *****Hatch Delay
| |
− | *****Dematerialization Delay
| |
− | *****Fall
| |
− | ******Damage Factor
| |
− | ******Impact Factor
| |
− | *****Roll
| |
− | ******Damage Factor
| |
− | ******Impact Factor
| |
− | ***Maggot-Men Act
| |
− | ****Turntable
| |
− | *****Acceleration
| |
− | *****Speed Limit
| |
− | ****Turntable Knife
| |
− | *****Materialization Interval
| |
− | *****Target Change Interval
| |
− | *****Damage Factor
| |
− | ****Maggot-Man
| |
− | *****Total Number
| |
− | *****Aggressiveness
| |
− | *****Fatal Number of Bites
| |
− | ****Hydra
| |
− | *****Initial Materialization Delay
| |
− | ***Final Act (only available once all other stages are cleared)
| |
− | ****The Jester
| |
− | *****Initial Materialization Delay
| |
− | *****Ambush Radius
| |
− | ****Burning Debris
| |
− | *****Initial Materialization Delay
| |
− | *****Materialization Delay Reduction
| |
− | *****Minimum Materialization Delay
| |
− | *****Lower Speed Limit
| |
− | *****Upper Speed Limit
| |
− | *****Fire Burn Rate
| |
− | *****Big Debris
| |
− | ******Probability
| |
− | ******Damage Factor
| |
− | *****Medium Debris
| |
− | ******Probability
| |
− | ******Damage Factor
| |
− | *****Small Debris
| |
− | ******Probability
| |
− | ******Damage Factor
| |
− | ****Fire Burn Rate
| |
− | ****The Jester (different?)
| |
− | *****General
| |
− | ******I-PSI Reserve
| |
− | *****Special Ability
| |
− | ******Animate Special Ability
| |
− | *******Animate Fire Probability
| |
− | ******Haste Special Ability: Tornado
| |
− | *******Acceleration
| |
− | *******Friction
| |
− | *******Speed Limit
| |
− | *******Deceleration
| |
− | *******Lifetime
| |
− | ******Transform Special Ability
| |
− | *******Minimum Transformation Delay
| |
− | *******Maximum Transformation Delay
| |
− | *******I-PSI Usage Rate
| |
− | *******Chainsaw Proportion
| |
− | *******Doppelganger Proportion
| |
− | *******Helter-Skelter Proportion
| |
− | *******Ying Yang Brother Proportion
| |
− | *******Hydra Proportion
| |
− | *******Jester Proportion
| |
− | **The Completion
| |
− |
| |
− | *Operational Control
| |
− | **Tactics Editor
| |
− | **Tactics Interrupt Time Editor
| |
− | **Music
| |
− | **Sound Effects
| |
− | **Materializations
| |
− | **Scene Restart
| |
− | **Player 1
| |
− | ***Vulnerable/Invulnerable
| |
− | ***Corporeal PSI
| |
− | ***Incorporeal PSI
| |
− | ***Incorporeal PSI Capacity
| |
− | ***Special Ability
| |
− | **Player 2
| |
− | ***Vulnerable/Invulnerable
| |
− | ***Corporeal PSI
| |
− | ***Incorporeal PSI
| |
− | ***Incorporeal PSI Capacity
| |
− | ***Special Ability
| |
− | *Global Variables
| |
− | **Raven
| |
− | ***General
| |
− | ****Incarnation Rate
| |
− | ****C-PSI
| |
− | ****Weakness C-PSI Threshold
| |
− | ****I-PSI
| |
− | ****Weakness PSI Threshold
| |
− | ****1-on-1 Combat C-PSI
| |
− | ****1-on-1 Combat I-PSI
| |
− | ****Animation I-PSI Usage Rate
| |
− | ****Bodysnatching I-PSI Usage Rate
| |
− | ***Combat
| |
− | ****Power
| |
− | ****Co-op Move Height Radius
| |
− | ****Co-op Move Height Range
| |
− | ****Co-op Move Width Radius
| |
− | ****Co-op Move Width Range
| |
− | ****Air Back Kick
| |
− | ****Air Kick
| |
− | ****Air Punch
| |
− | ****Back Flip
| |
− | ****Back Handspring
| |
− | ****Cartwheel
| |
− | ****Chain Roll
| |
− | ****Clothesline
| |
− | ****Co-op Flip
| |
− | ****Co-op Spin
| |
− | ****Co-op Spin Flip
| |
− | ****Crawling Headbutt
| |
− | ****Crouch Kick
| |
− | ****Crouch Punch
| |
− | ****Donkey Kick
| |
− | ****Double Kick
| |
− | ****Elbow Spin
| |
− | ****Headbutt
| |
− | ****Kick
| |
− | ****Kick Flip
| |
− | ****Knee
| |
− | ****Ladder Kick
| |
− | ****Ladder Punch
| |
− | ****Ladder Slide
| |
− | ****Overhead Stomp
| |
− | ****Piggyback Flip
| |
− | ****Piggyback Handspring
| |
− | ****Pike
| |
− | ****Pivot Pike
| |
− | ****Pivot Stomp
| |
− | ****Pole Flip
| |
− | ****Pole Kick
| |
− | ****Pole Slide
| |
− | ****Pole Spin
| |
− | ****Punch
| |
− | ****Spin
| |
− | ****Standing Overhead Stomp
| |
− | ****Super Upper Cut
| |
− | ****Sweep
| |
− | ****Swing
| |
− | ****Torpedo
| |
− | ****Upper Cut
| |
− | ****Wall of Death Kick
| |
− | ****Wall of Death Kick Down
| |
− | ****Wall of Death Punch
| |
− | ****Wall of Death Punch Up
| |
− | ***Recoil
| |
− | ****Draw-Back Threshold
| |
− | ****Draw-Back Speed
| |
− | ****Fall-Back Threshold
| |
− | ****Fall-Back Speed
| |
− | ****Back-Recovery Speed
| |
− | ****Prone Delay
| |
− | ****Topple-Back Threshold
| |
− | ****Topple-Back Speed
| |
− | ****Hard Landing Torelance
| |
− | ****Landing Topple Torelance
| |
− | ****Landing Run Threshold
| |
− | ****Landing Control Loss Threshold
| |
− | ****Perching Control Loss
| |
− | ****Pivot Control Loss X-Speed
| |
− | ****Pivot Control Loss Y-Speed
| |
− | ****Slide Friction
| |
− | ****Slide Friction Damage Factor
| |
− | ****Wall Impact Tolerance
| |
− | ****Dazed Threshold
| |
− | ****Dazed Duration
| |
− | ****Burning Duration
| |
− | ***Travel
| |
− | ****Travel Backwards Speed
| |
− | ****Push Speed
| |
− | ****Random Travel Duration
| |
− | ****Travel Speed
| |
− | ****Initial Run Speed
| |
− | ****Run Acceleration
| |
− | ****Maximum Run Speed
| |
− | ****Jump Up Y-Speed
| |
− | ****Jump X-Speed
| |
− | ****Jump Y-Speed
| |
− | ****Acceleration
| |
− | ****Air Friction
| |
− | ****Air Speed Limit
| |
− | ****Hand-Walk Speed
| |
− | ****Climb Chimney Speed
| |
− | ****Ladder Climbing Speed
| |
− | ****Pole Climbing Speed
| |
− | ****Wall of Death X-Speed
| |
− | ****Wall of Death Y-Speed
| |
− | ***Special Ability
| |
− | ****Spirit: Spirit Door
| |
− | ****Spirit: Spirit Warrior Projective (Projectile? Also verify if this is listed on the same line as Spirit Warrior)
| |
− | ****Incaration (Incarnation?)
| |
− | ****Animate
| |
− | ****Clone
| |
− | ****Haste: Rush Mode
| |
− | ****Haste: Tornado
| |
− | ****Puppeteering
| |
− | ****Hydrastrength
| |
− | ****Bodysnatch
| |
− | **White Eagle
| |
− | ***General
| |
− | ****Incarnation Rate
| |
− | ****C-PSI
| |
− | ****Weakness C-PSI Threshold
| |
− | ****I-PSI
| |
− | ****Weakness PSI Threshold
| |
− | ****1-on-1 Combat C-PSI
| |
− | ****1-on-1 Combat I-PSI
| |
− | ****Animation I-PSI Usage Rate
| |
− | ****Bodysnatching I-PSI Usage Rate
| |
− | ***Combat
| |
− | ****Power
| |
− | ****Co-op Move Height Radius
| |
− | ****Co-op Move Height Range
| |
− | ****Co-op Move Width Radius
| |
− | ****Co-op Move Width Range
| |
− | ****Air Back Kick
| |
− | ****Air Kick
| |
− | ****Air Punch
| |
− | ****Back Flip
| |
− | ****Back Handspring
| |
− | ****Cartwheel
| |
− | ****Chain Roll
| |
− | ****Clothesline
| |
− | ****Co-op Flip
| |
− | ****Co-op Spin
| |
− | ****Co-op Spin Flip
| |
− | ****Crawling Headbutt
| |
− | ****Crouch Kick
| |
− | ****Crouch Punch
| |
− | ****Donkey Kick
| |
− | ****Double Kick
| |
− | ****Elbow Spin
| |
− | ****Headbutt
| |
− | ****Kick
| |
− | ****Kick Flip
| |
− | ****Knee
| |
− | ****Ladder Kick
| |
− | ****Ladder Punch
| |
− | ****Ladder Slide
| |
− | ****Overhead Stomp
| |
− | ****Piggyback Flip
| |
− | ****Piggyback Handspring
| |
− | ****Pike
| |
− | ****Pivot Pike
| |
− | ****Pivot Stomp
| |
− | ****Pole Flip
| |
− | ****Pole Kick
| |
− | ****Pole Slide
| |
− | ****Pole Spin
| |
− | ****Punch
| |
− | ****Spin
| |
− | ****Standing Overhead Stomp
| |
− | ****Super Upper Cut
| |
− | ****Sweep
| |
− | ****Swing
| |
− | ****Torpedo
| |
− | ****Upper Cut
| |
− | ****Wall of Death Kick
| |
− | ****Wall of Death Kick Down
| |
− | ****Wall of Death Punch
| |
− | ****Wall of Death Punch Up
| |
− | ***Recoil
| |
− | ****Draw-Back Threshold
| |
− | ****Draw-Back Speed
| |
− | ****Fall-Back Threshold
| |
− | ****Fall-Back Speed
| |
− | ****Back-Recovery Speed
| |
− | ****Prone Delay
| |
− | ****Topple-Back Threshold
| |
− | ****Topple-Back Speed
| |
− | ****Hard Landing Torelance
| |
− | ****Landing Topple Torelance
| |
− | ****Landing Run Threshold
| |
− | ****Landing Control Loss Threshold
| |
− | ****Perching Control Loss
| |
− | ****Pivot Control Loss X-Speed
| |
− | ****Pivot Control Loss Y-Speed
| |
− | ****Slide Friction
| |
− | ****Slide Friction Damage Factor
| |
− | ****Wall Impact Tolerance
| |
− | ****Dazed Threshold
| |
− | ****Dazed Duration
| |
− | ****Burning Duration
| |
− | ***Travel
| |
− | ****Travel Backwards Speed
| |
− | ****Push Speed
| |
− | ****Random Travel Duration
| |
− | ****Travel Speed
| |
− | ****Initial Run Speed
| |
− | ****Run Acceleration
| |
− | ****Maximum Run Speed
| |
− | ****Jump Up Y-Speed
| |
− | ****Jump X-Speed
| |
− | ****Jump Y-Speed
| |
− | ****Acceleration
| |
− | ****Air Friction
| |
− | ****Air Speed Limit
| |
− | ****Hand-Walk Speed
| |
− | ****Climb Chimney Speed
| |
− | ****Ladder Climbing Speed
| |
− | ****Pole Climbing Speed
| |
− | ****Wall of Death X-Speed
| |
− | ****Wall of Death Y-Speed
| |
− | ***Special Ability
| |
− | ****Spirit: Spirit Door
| |
− | ****Spirit: Spirit Warrior Projective (Projectile? Also verify if this is listed on the same line as Spirit Warrior)
| |
− | ****Incaration (Incarnation?)
| |
− | ****Animate
| |
− | ****Clone
| |
− | ****Haste: Rush Mode
| |
− | ****Haste: Tornado
| |
− | ****Puppeteering
| |
− | ****Hydrastrength
| |
− | ****Bodysnatch
| |
− | **Level Difficulty
| |
− | ***Level2 Power Factor
| |
− | ***Level3 Power Factor
| |
− | ***Level4 Power Factor
| |
− | ***Level5 Power Factor
| |
− | ***Level6 Power Factor
| |
− | ***Level7 Power Factor
| |
− | **1-on-1 Combat Screen
| |
− | ***Rounds
| |
− | **Acceleration due to Gravity
| |
− | **Landing Tolerance
| |
− | **Impact Damage Factor
| |
− | **Clear Space Radius
| |
− | **Close Space Radius
| |
− | **Incarnation C-PSI Limit
| |
− | **Jester Loan I-PSI Threshold
| |
− | **Jester I-PSI Loan Amount
| |
− | **Boss Dematerialization Duration
| |
− | }}
| |