And now, Undocumented Features!
After many hours of testing, I've compiled a list describing the properties of all of the AI types in SketchFighter, excluding the starred ones (thus the "(in)" in the topic title). I have also made a list of the special attributes that some sprites have, which you can find here, two posts down. Furthermore, I have posted a guide to a few of SketchFighter's undocumented features in this post. Feel free to post any feedback or corrections for any of the guides..
(EDIT, Dec 27 2006) Wow! I definitely hadn't expected this to be pinned. Thanks!
Anyway, I've modified the entries for the Tank Turret, Mega Mine, Seed Pod Waiting, and Mess AIs, and added an entry for the "* EnemyShieldRing" AI. Also, I've modified the first instance of the "sequential sprites" line to clarify things.
(EDIT, Jan 18 2007) Posted the (in)Complete Guide to Sprites, added link to it in this post.
(EDIT, Jan 26 2007) Added note about solid types.
(EDIT, Apr 24 2007) Posted the (in)Complete guide to Undocumented Features and added a link to it in this post.
(EDIT, Jun 10 2007) Clarified how the Armorbug, Cutie, and MEGA Mine scripts detect when the player is firing at them.
Edwards
----------The List----------
Note: If an AI Type aims towards the player, or chases the player, that will only occur if the Solid Type is Enemy. If the sprite has any other Solid Type, it will do every part of its script that does not involve the player. (And no, Player-type sprites will not chase/aim at enemies.) Note also that those AIs that are locked to a specific set of sprites will always use the default Solid Type of those sprites.
ENV: Lava pulse
Motion: None.
Animation: Sprite color changes up and down the scale of black, dark red, bright red, dark orange, and bright orange.
Sprites: Can use any sprite.
ENV: Super door flicker
Action: None.
Animation: Flickers rapidly between the three Super Door sprites.
Sprites: Locked to the Super Door sprites.
ENV: Lava bubble
Action: None.
Animation: Runs quickly through the "lava bubble" sprites once every two to four seconds. Is invisible between animations. Also, is locked at 100% size.
Sprites: Locked to the Lava Bubble sprites.
ENV: Pickup pulse
Action: None.
Animation: Inflates to 150% size in three stages, turns bright green. Deflates to 100% in another three steps, turning dark green/black. Full cycle takes about 1.5 seconds. NOTE: Is locked to having a base size of 100%.
Sprites: Can use any sprite.
ENV: Marker rect
Action: None.
Animation: Inflates in one step to 50% larger than starting size, turns bright green. Shrinks back to starting size in four steps, turning dark green halfway through. Cycle takes about 0.75 seconds.
Sprites: Can use any sprite.
ENV: Save-zone Ring
Action: Sprite spins slowly clockwise.
Animation: Color alternates between light green and dark green on a one-second cycle.
Sprites: Can use any sprite.
ENEMY: Spinning drone
Action: Spins constantly, bouncing around randomly.
Animation: None.
Sprites: Can use any sprite.
ENEMY: Active enemy turret
Action: Rotates for two seconds to face the player, moving up to 60°, then fires three mini-bean-type shots in a row. Repeats.
Animation: None.
Sprites: Can use any sprite. Shots come out the right side when sprite is at 0 rotation.
ENV: ClimateParticles
Action: Sprite flies left for two seconds, then right for two seconds, while spinning slowly.
Animation: When sprite changes direction, it creates three particles in random locations that continue in the previous direction for a fraction of a second. NOTE: Sprite is always colored bright red.
Sprites: Can use any sprite.
ENV: Light pulse
Action: None.
Animation: Sprite color fades to black and then brightens back up to full color. Full cycle takes about two seconds, and the sprite stays in the full-color mode for longer than the black mode.
Sprites: Can use any sprite.
ENV: Forest Tree Movement
Action: None.
Animation: Sprite rotates 5° clockwise, 5° more clockwise, inflates by about 5%, and then reverses that sequence. Time between each stage ranges from 0 to about 1 second.
Sprites: Can use any sprite.
ENEMY: Mine
Action: Sits in one place, slowly rotating, until the player gets too close. Rotation takes 10 seconds. Explodes when nose of ship gets within about 3.5 graph-paper squares of the center of the mine.
Animation: Rotation.
Sprites: Can use any sprite.
ENEMY: Waiting turret
Action: Sits still until it comes on-screen, then stwitches to ENEMY: Active enemy turret.
Animation: None.
Sprites: Can use any sprite.
ENEMY: Idle bug
Action: Moves around slowly and randomly, switches to ENEMY: Attack bug when the player gets within about a quarter screen of it.
Animation: Alternates slowly between the sprite that you place in the editor and the sprite that comes immediately afterwards in the list of sprites (hereafter referred to as "sprites N and N+1"). Do note that you need to select the first of the two sprites you want to use when creating the object, as selecting the second will cause that one to alternate with the one that comes after that. Further note: If you choose the last sprite in the list as the base sprite, the AI will use the next-to-last sprite as the second sprite. This is the only case where the order of sprites will be reversed.
Sprites: Can use any pair of sequential sprites.
ENEMY: Attack bug
Action: Will chase after the player slowly, making fairly wide turns (~2x player ship length). Every five seconds or so it stops, rotates 90° clockwise, and starts chasing again.
Animation: Alternates quickly between sprites N and N+1.
Sprites: Can use any pair of sequential sprites.
ENEMY: Ice missile
Action: Chases the player for about 10 seconds before disintegrating (using the large explosion with a dirty ice color). Moves almost as fast as Ship 1 in reverse, and has a similar turning radius to a bug.
Animation: Turns a dirty ice color and releases a trail of Missile smoke rings.
Sprites: Can use any sprite.
ENEMY: Ice missile waiting
Action: Does nothing until the player is within about a quarter screen, then switches to ENEMY: Ice missile.
Animation: None.
Sprites: Can use any sprite.
ENEMY: Spinning shooting
Action: Sits in place, rotating, shooting out of both ends. Fires 22 shots per full rotation, rotation takes about 8 seconds.
Animation: None.
Sprites: Can use any sprite.
ENEMY: Small flicker idle
Action: Moves in a wide clockwise circle, diameter a bit smaller than the height of the screen, taking about 8 seconds to make a full circle. When player gets within a quarter screen, switches to ENEMY: Small flicker attack.
Animation: Alternates between the two Small Flicker sprites.
Sprites: Locked to the two Small Flicker sprites.
ENEMY: Small flicker attack
Action: Chases the player as fast as its little wings can flap, which is about half the speed of Ship 1 in reverse. Explodes when it hits, doing an amount of damage equal to its remaining hit points + 5% (i.e. 50 HP = 55% damage). NOTE: The impact damage is actually an effect of the sprite, not the AI, but I am including it here because this AI is locked to that sprite.
Animation: Alternates very rapidly between the two Small Flicker sprites.
Sprites: Locked to the two Small Flicker sprites.
ENEMY: Carrier
Action: Moves in a random direction for a distance between 0 and about 4 graph-paper squares. Motion takes between 1 and 1.5 seconds. Pauses slightly between movements.
Animation: None. Does not rotate.
Sprites: Can use any sprite.
ENEMY: Idle mini bug
Action: Acts like ENEMY: Idle bug except that it switches to ENEMY: Fleeing bug.
Animation: Alternates slowly between sprites N and N+1.
Sprites: Can use any pair of consecutive sprites.
ENEMY: Fleeing bug
Action: Runs away from the player at slightly under the speed of Ship 1 in reverse. If it is running to either side of directly away from yourr line of motion, it will curve further in that direction.
Animation: Alternates very rapidly between sprites N and N+1.
Sprites: Can use any pair of consecutive sprites.
ENV: Mover short
Action: Moves 5 Graph-paper squares, then returns to its starting point. Direction of motion is towards the side that has the size and rotation adjust squares in the editor. Movement takes about 4 seconds total, delay between movements ranges from two to four seconds.
Animation: None. Does not rotate.
Sprites: Can use any sprite.
ENEMY: Fighter Pursuit
Chases the player at a speed slightly slower than Ship 1 in reverse. Switches to ENEMY: Fighter firing when it gets within bullet range (about 1/6 screen) of the player.
Animation: None.
Sprites: Can use any sprite.
ENEMY: Fighter firing
Action: Shoots a spread of three shots, backs up between 1 and 4 graph-paper squares, rotates up to 30° towards the player, moves foraward between 1 and 4 graph-paper squares, fires, and repeats. Tries to get the player directly in front of it at about 3/4 of the maximum range of its gun. Switches to ENEMY: Fighter Pursuit when the player gets out of range of the gun.
WARNING: This AI cannot be used directly. Any sprite that starts with this AI type will revert to the default AI for its sprite type.
Animation: None.
Sprites: Can use any sprite.
ENV: Mover long
Action: Moves 3/4 of a screen, then returns to its starting point. Direction of motion is towards the side that has the size and rotation adjust squares in the editor. Movement takes about 15 seconds total, delay between movements ranges from two to four seconds.
Animation: None. Does not rotate.
Sprites: Can use any sprite.
Boss 1 Wingflutter
Action: None.
Animation: Alternates at screen refresh rate between the two Boss 1 Wing sprites.
Sprites: Locked to the two Boss 1 Wing sprites.
Boss head
Action: None.
Animation: None.
Sprites: Can use any sprite.
Boss 2 Claw
Action: Rotates about 45° counter-clockwise every 2 to 5 seconds, and immediately rotates back. When it rotates, it fires bullets. The first and second shots are five bullets in a single spread shot, and the third shot is eight shots in a spread, fired over the course of about half a second. The sprite stays rotated for about 1 second after the third shot. Repeats. NOTE: Always fires towards the right-hand side of the screen.
Animation: None.
Sprites: Can use any sprite.
Boss 2 Body
Action: Moves in a large squared-off U-shape, with the open end always pointing to the right-hand side of the screen. Starts at the upper-left-hand corner of the motion.
Animation: None. Does not rotate.
Sprites: Can use any sprite.
Boss 1
Action:
Animation:
Sprites: Can use any sprite.
Boss death
Action: Explodes over the course of about 6 seconds.
Animation: Flashes black, red, and orange, while setting off large explosions.
Sprites: Can use any sprite.
Boss 3
Action: Spins constantly clockwise, with about one rotation every 4 seconds. Moves in a random direction for a distance between about 1 and 8 graph-paper squares over the course of about 1.5 seconds. Pauses between movements.
Animation: None.
Sprites: Can use any sprite.
Boss 3 Wall
Action: Spins counter-clockwise at about half the rate of Boss 3. Stays at original distance for about one second, then zips about four graph-paper quares to the right, back eight (four beyond center) to the left, returns to center and fires off three shots. Repeats this sequence about one second later with the addition of a series of four shots fired off about half a second after the three shots. Repeats. NOTE: When assembled with Boss 3, spin is cumulative, and the walls end up spinning at 50% the rate of the core, in the same direction.
Animation: None.
Sprites: Can use any sprite.
Boss 4
Action: Chases the player at about half the speed of Ship 1 in reverse for 4 seconds, then backs up at the same speed for 2 seconds. Repeats.
Animation: None.
Sprites: Can use any sprite.
Boss 5
Action: Aims towards the player and charges for 4 seconds at the usual speed of just under Ship 1 in reverse, stops, turns and flies away for about 2 seconds, and launches two Ice Missiles. Repeats.
Animation: None.
Sprites: Can use any sprite.
Boss 5 shield
Action: Rotates 30° counter-clockwise and immediately back over the course of 3 seconds. Repeats, with no break in the motion.
Animation: None.
Sprites: Can use any sprite.
Boss 4 Cannon
Action: Fires a supermassive bullet every one-half to three seconds. Releases two-three mines with AI Tank Boss Mine every 8-12 seconds (mines have same color as Cannon).
Animation: None. Does not rotate.
Sprites: Can use any sprite.
ENEMY: Seed Pod Waiting
Action: Waits, rotating slowly (1 rotation in 14 seconds), until the player's nose gets to within about five graph-paper squares of the center of its sprite. At that point, it shudders for about a half seconds, vanishes, and lets out a spray of red spikes. The number of spikes released appears to be proportional to the percent of hit points remaining.
Animation: None.
Sprites: Can use any sprite. NOTE: Color is locked to black.
Boss 6 Shield
Action: Rotates 45° counter-clockwise, pauses for between 2 and 3 seconds, rotates back to starting position, pauses for between 2 and 3 seconds. Repeats.
Animation: None.
Sprites: Can use any sprite.
Boss 6 Tangle
Action: Every four to ten seconds, it simultaniously releases a seed pod and a medium bug. The seed pod shoots off straight up (if sprite is at 0 rotation), and the bug just starts wandering around. The seed pod is black and the bug is the same color as the tangle sprite.
Animation: None. Does not rotate.
Sprites: Can use any sprite.
Boss 6 Tentacle
Action: Waves 45° clockwise and returns over the course of about 2 seconds. After 5 and a bit waves, it will expand to about 200% size along the x-axis (if it is at 0 rotation), then retract and start waving again. Repeats.
Animation: None.
Sprites: Can use any sprite.
Boss 7
Action: Moves about 6-10 graph-paper squares in a random direction for about 2 seconds, spinning about three times, stops for about 2 seconds. Repeats
Animation: None.
Sprites: Can use any sprite.
Boss 7 Cap
Action: Waits 3 seconds. Then shoots straight out 8 graph-paper squares and back over the course of about 1.5 seconds.
Animation: None. Does not rotate.
Sprites: Can use any sprite.
ENEMY: Pusher
Action: Spends 3 seconds turning to face the player, than moves forward at about half the speed of Ship 1 in reverse for 2 seconds. Repeats.
Animation: None.
Sprites: Can use any sprite.
ENEMY: Active tripple turret
Action: Basic three-shot-spread turret. There is a two-second delay between each set of shots, during which time the turret can rotate about 60°.
Animation: None.
Sprites: Can use any sprite.
ENEMY: Large flicker attack
Action: Chases the player at the usual speed of slightly slower than Ship 1 in reverse, attempting to ram the player.
Animation: Alternates between the two Large Flicker sprites.
Sprites: Locked to the two Large FLicker sprites.
ENEMY: Tank
Action: Moves forward slowly for 3 seconds, then stops and turns a random amount clockwise. Repeats.
Animation: Alternates between the two Tank sprites.
Sprites: Locked to the two Tank sprites.
ENEMY: Electrode
Action: Rotates 135° clockwise over the course of 3 seconds, then pauses for 1 second with a 1/2 second burst of lightning in the middle. Repeats.
Animation: Spends most of the time in the basic Electrode sprite, with a brief extremely fast alternation through the two Electrode With Lightning sprites when zapping.
Sprites: Locked to the Electrode sprites.
ENEMY: Idle armorbug
Action: Switches to the first Turtle sprite, and wanders around aimlessly and very slowly, until its hitpoints drop below 195, at which point it switches to DEFENCE armorbug. NOTE: The hitpoint trigger is locked to 195, regardless of how many hitpoints the sprite starts with. If it starts below 195, it will constantly be cycling between the two armorbug scripts, even if the player never shoots it.
Animation: Alternates slowly between the two Turtle sprites.
Sprites: Locked to the two turtle sprites.
DEFENCE armorbug
Action: Switches to the Tucked-In-Shell Turtle sprite, and stays motionless and invulnerable for about 7 seconds. At that point, it rotates between 0 and 180° clockwise and switches to ENEMY: Idle armorbug.
Animation: None.
Sprites: Locked to the Tucked-In-Shell Turtle sprite.
ENEMY: SpiderDefault
Action: Wanders aimlessly over a small area for 3 seconds, then jumps in the general direction of the player if they are within range (about a quarter-screen). If the player is not in range, does not jump. Repeats.
Animation: Uses the two basic Spider sprites when wandering around, uses the Spider Jump sprite when jumping. Does not rotate, although linked sprites will flicker out of alignment for one frame just before the Spider jumps.
Sprites: Locked to the Spider sprites. When it jumps, its size and orientation reset to 100% and 0°, although it can have other sizes and orientations before the first jump.
ENEMY: Idle cutie
Action: Sits around, rotating back and forth a bit. Switches to ENEMY: Angry cutie when its hitpoints drop below 299. The hitpoint trigger is locked to 299, regardless of how many hitpoints the sprite starts with. If it starts below 299, it will switch to ENEMY: Angry cutie the instant it comes onscreen.
Animation: Alternates slowly between the two Cutie sprites.
Sprites: Locked to the two Cutie sprites.
ENEMY: Angry cutie
Action: Lunges about 1/3 screen width, over the course of 1 second. Pauses 1 second to adjust its aim. Repeats.
Animation: Switches to the first Angry Cutie sprite when it activates, then alternates between the two Angry Cutie sprites while lunging.
Sprites: Locked to the two Angry Cutie (Dead Fish) sprites.
ENEMY: LittleBlobWaiting
Action: Waits arond, moving a bit, until the player gets within about a quarter-screen-width of them, at which point it starts chasing them at about one-half the speed of Ship 1 in reverse. NOTE: I am not absolutely certain that the chasing behaviour is included in this AI, but there is no other Little Blob AI. Perhaps ENEMY: Attack bug?
Animation: Alternates between the two Little Blob sprites at the screen refresh rate when it is moving.
Sprites: Locked to the two Little Blob sprites.
ENEMY: LittleBlobFindFriends
Action: Heads for the closest other small blob, which it will merge with when the two meet. If there is no other blob within culling distance, reverts to the chasing portion of ENEMY: LittleBlobWaiting.
Animation: Alternates between the two Little Blob sprites at the screen refresh rate.
Sprites: Locked to the two Little Blob sprites.
ENEMY: BigBlob
Action: Moves very slowly towards the player, firing a single bullet straight ahead every 2 seconds.
Animation: Alternates slowly between the two Large Blob sprites.
Sprites: Locked to the two Large Blob sprites.
ENEMY: Tank turret
Action: Turns to face the player with very fast turn rate. Shoots two mini-beam-type shots in a row every 3 seconds.
Animation: None.
Sprites: Can use any sprites.
ENEMY: Mega Mine
Action: Slowly rotates (10-11 seconds per rotation), doing nothing until the player gets within 7 graph-paper squares of the mine. At that point the color flashes between black and yellow for about 3 seconds, after which it explodes. It will also explode if its hitpoints drop below 100 (as in the cases of armorbugs and cuties, this is hard-coded, so don't start a MEGA mine with less than 100 hitpoints).
Animation: None.
Sprites: Can use any sprite.
ENEMY: Skull turret
Action: Rotates to face the player at a very high speed for 3 seconds. Pauses for an instant, then fires a supermassive bullet. Repeats.
Animation: None.
Sprites: Can use any sprite.
- EnemyShieldRing
Action: Rotates 60° clockwise over the course of 1 second, pauses for 1 second. Repeats.
Animation: None.
Sprites: Can use any sprite.
ENEMY: Mess
Action: Heads in the direction the player was when it started moving for 1 second, stops for a moment, repeats. If the player touches it, they are massively slowed down. NOTE: The slowing is an effect of the sprites, not the AI, but I am including it here because this AI is locked to those sprites.
Animation: Switches very rapidly among the three Mess sprites.
Sprites: Locked to the three Mess sprites. The first time it pauses, it sets its color to black. Also, it sets the solid type to Pickup.
ENEMY: Guardian pursuit
Action: Chases the player until it gets close, then switches to ENEMY: Guardian Attack.
Animation: None.
Sprites: Can use any sprite.
ENEMY: Guardian Attack
Action: Fires a supermassive bullet, turns 180°clockwise, switches to ENEMY: Guardian Retreat.
Animation: None.
Sprites: Can use any sprite.
ENEMY: Guardian Retreat
Action: Fires three small bullets in a spread behind it, and runs away from the player. Then switches to ENEMY: Guardian pursuit.
Animation: None.
Sprites: Can use any sprite.
BOSS: Preboss 1
Action: Chases after the player at a speed nearly as fast as Ship 1. Fires a narrow spread of mini-beam-type bullets every 5 seconds.
Animation: None.
Sprites: Can use any sprite.
BOSS: Preboss 1 escaping
Action: Runs in a kind of snaking evasive pattern for about 4 seconds, then pauses to rotate for about 1 second. Repeats.
Animation: None.
Sprites: Can use any sprite.
Fade away
Action: None.
Animation: Fades out over the course of a couple seconds as soon as it comes into culling distance.
Sprites: Can use any sprite.
Tank boss mines
Action: Sits in one place, slowly rotating, until the player gets too close. Rotation takes 10 seconds. Explodes when nose of ship gets within about 3.5 graph-paper squares of the center of the mine. Vanishes after about 22 seconds.
Animation: None.
Sprites: Can use any sprite.
This post has been edited by Edwards : 10 June 2007 - 08:44 PM