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zero_mission:basic_guides:mage:clipdata [2017/08/30 18:38] – [2 - Doors] oneof99 | zero_mission:basic_guides:mage:clipdata [2021/01/23 09:21] (current) – removed felixwright | ||
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- | ===== Clipdata List ===== | ||
- | [[zero_mission: | ||
- | --------------------------------------------- | ||
- | ==== 1- Basic Blocks ==== | ||
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- | 0: Air - Allows Samus, enemies, and pretty much any sprite to move through it. Consider it the " | ||
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- | 1: Block (pass through bottom) - A solid block that is not solid from the bottom. Works like those blocks in Mario games where you can jump up through them but then run on top. | ||
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- | 2: Non-power grip - Pretty self explanatory, | ||
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- | 7: Enemy only block - Blocks that act like " | ||
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- | 9: Stop enemy block (solid) - Works just like a solid block, stops space pirates from moving if there is no alarm, works as stopping point for ziplines | ||
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- | 10: Solid - Does not allow anything to pass though it (except wave beam) | ||
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- | 11/12: Steep floor slope - A slope in the floor that lifts the player one block. For reference, / means it goes low to high when moving right, while \ means it goes high to low when moving right. | ||
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- | 13-16: Upper/Lower slight floor slope - Floor slopes that extend over 2 spaces. Make sure to use Lower on the lower end of a slope | ||
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- | 17: Stop enemy block (air) - Works like an air block for Samus, but a solid block for enemies | ||
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- | 18: Enemy Pirate Zoneline - | ||
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- | 19: Enemy Pirate Wall Jump Point - | ||
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- | 1A: Unused (Solid) | ||
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- | 1B: Water - This acts as water and will make slow Samus' | ||
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- | 1C: Wet Ground - Solid block that creates a splash animation when Samus walks over it. | ||
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- | 1D: Dusty Ground - Solid block that creates a dust animation when Samus walks over it. | ||
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- | 1E/1F: Unused (Solid/Air) | ||
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- | 20: Door Transition - Placed on top of door sprites to allow for a transition. | ||
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- | 21-26: Ceiling Slopes - These act as air and don't do anything. Save time < | ||
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- | 27/28: Vertical Up/Down Transition - Work as door transitions but in those directions (Up if moving up, down if moving down) | ||
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- | 29/2A: Elevator Up/Down - Work like 27/28 but only for elevators | ||
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- | 2B: Unused (Air) | ||
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- | 2C: Bubbly Ground - Ground that releases bubbles when you land. | ||
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- | 2D: Very Dusty Ground - Ground that is very dusty | ||
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- | 2E/2F: Unused (Air) | ||
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- | --------------------------------------------- | ||
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- | ==== 2 - Doors ==== | ||
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- | 30: Gray Door - Really kinda useless unless the door is //only and always// an entry door, never an exit. | ||
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- | 36: Regular Door - Can be opened with literally any weapon (Beam, bomb, missiles, super missiles, power bombs) | ||
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- | 40: Missile Door - Can only be opened with missiles or super missiles | ||
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- | 46: Super Missile Door - Can only be opened with super missiles | ||
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- | 4C: Power Bomb Door - Can only be opened with power bombs |