I had a little too much time so I assembled 6 pages of mascot info (most of it from this board) It should be reasonably helpful, but it leaves out map nodes, if you want to learn about map nodes, go (url="http://"http://cybergran.ferazel.net/mapnodes.html")here(/url)
Maces and Platforms
Info (0)
Info (0) of maces and platforms determines what kind of movement the mace will do. (vertical, horizontal, swing)
For a vertical mace/platform, put 1 in the info (0)
For a horizontal mace/platform, put 2 in info (0)
For spinning mace/platform, put 100 in the info (0)
For a swinging side to side mace/platform, put 11 in info (0)
For swinging regular mace (only mace) put 12 in info (0)
For a platform (only platform) that moves up when stepped on, put 7 in info (0)
Info (1)
Info (1) determines the distance that the object goes, 90 in info (1) is about 2-3 inches, be aware that vertical maces will go downward from where they are placed and horizontal ones will go left from where they are placed
Info (2)
This controls the speed of maces and platforms, its usually at about 1000, experiment till you get what you like
Info (3)
I really have no idea what this does, in certain cases it does something but Iยm not exactly a total expert on this so I have no idea what.
Here is a group of example stats for platforms and maces, experiment using the information above.
Spinning with small range (Maces at beginning of Xichraยs palace)
(0) 100
(1) 1500
(2) 180
(3) 0
Platform, moves up when stepped on
7
112
1024
112 <ยยยยยยย I don't know what this number does.
Platform or mace that moves up and down with reasonable speed and distance.
(0) 1
(1) 200
(2) 2000
(3) 0
Platform or mace, swing side to side on a chain.
(0) 11
(1) 190
(2) 0
(3) 330
mace that moves up and down with slow speed
(0) 1
(1) 90
(2) 750
(3) 0
Disappearing and Appearing Tile
(0) 52
(1) 30
(2) 90
(3) 22
Mace, Swinging Fast (side to side)
(0) 12
(1) 200
(2) 0
(3) 0
Side to Side Mace med-Slow
(0) 2
(1) 400
(2) 1500
(3) 0
Platform, disappears when stepped on
(0) 51
(1) 0
(2) 0
(3) 5
Platform, moves left when stepped on
(0) 6
(1) 475
(2) 900
(3) 475
Platforms, scythes and spike balls all work on the same basis - so do certain enemies such as gremlins and pirhanas.
Info(0) shows what kind of platform (etc.) you want the values for it are:
-
1: vertical
-
2: horizontal
-
3: floating
-
5: vertical, move when stepped on, stop otherwise
-
6: horizontal, move when stepped on, stop otherwise
-
7: vertical, move when stepped on, don't stop
-
8: horizontal, move when stepped on, don't stop
-
10: circular
-
11: pendulum
-
20: tricycle
-
21: bicycle
-
22: quadcycle
-
30: tilting see-saw (works for see-saw type platforms only)
-
50: fall-when-stepped-on platform
-
51: disappear-when-stepped-on platform
-
52: patterned disappearance platform
for platforms 1-30:
info (1) is the range in pixels (ie distance you want the platform to travel)
info (2) initial speed in 256 of a pixel per frame (as a rule of thumb 750 is an average speed)
info (3) Number of pixels rom the place you put it in Mascot that the platform starts to move.
for platform 50: - fall-when-stepped-on
info (1) no of ticks* before falling
info (2) no of pixels to fall
for platform 51: - disappear-when-stepped-on
info (1) no of ticks* before disappearing
info (2) no of ticks* before reappearing
for platform 52: - patterned disappearance
info (1) no of ticks* that the platform is visible
info (2) no of ticks* that the platform is invisible
info (3) no of ticks* into the pattern that you start.
-
The value 260 is about 1 tile per second.
For scythes and Spike balls you also have the following options for info (0):
- 12: 3-D pendulum
- 13: 3-D circular vertical
- 14: 3-D circular horizontal
info (1) is the range in pixels (ie distance you want the platform to travel)
info (2) initial speed in 256 of a pixel per frame.
info (3) starting angle 0-360
PX BACK TILES
Px back tiles are the backround seen in a level. You can change the PXback in the level info. To do so, put the number corresponding to the PXback that you would like to use in the PXback box.
207 Cave stalagmites
217 river mountains
257 lava mountains
267 forest
277 ice 1
287 ice 2
297 lava caves
307 forest&mountains;
317 deasert
327 marsh
337 Snowy Mountains
347 Xichras palace
357 purple haze
377 ruins
387 Xichras chamber
600 blue swirls
601 green swirls
OVERLAY TILES
Overlay tiles are tiles that Ferazel can walk through, but his sprite is hidden behind them. This is to give the illusion of walking through tunnels when used in conjunction with the tunnel entrance objects.
To use them, first place normal FG tiles as you normally would; overlay tiles don't provide the ground for Ferazel to walk on, FG tiles do. Then hold down the 'o' key while clicking to place overlay tiles.
WIND
The wind tiles take some getting used to, and - dare I say it - Ben's instructions can be a little confusing at times. Both the "DIR" (direction) and "strength" edit serve exactly the same function so you can use either. The tiles normally start at speed 50 and blow upwards.
Go to "Tiles/Wind Current DIR edit" and create just one tile to start with and decide what speed you want your wind to be. Then hit the "(" (for each 10 less) or ")" (for each 10 greater) then click once on your wind tile. ie if you want the wind speed at 90 just press ")" 4 times and click on the tile.
For wind direction use "-" (clockwise) and "+" (anticlockwise) each click on the + or - moves the arrow 10ยฐ ie 9 clicks on "-" then click on the wind tile moves the arrow to directly right when you start from straight up.
When you have the speed and direction you want click and drag to cover the area you want with wind tiles. To delete tiles just wipe them over with the delete key pressed whilst still in the "Wind Current DIR edit" mode.
SPINBLOCKS
(0): Put in 2 and the spinblock will not be there unless the button listed below is pressed (Note a spinblock cannot be made to disappear with a button press to my knowledge; other values than 2 do nothing to my knowledge)
(1): ID of button to make spinblock appear (Only works if you place 2 in (0))
(2): unknown
(3): Placing 1 here causes the spinblock to be unbreakable by spin jumps. (Other values unknown)
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