The Editor: Parts Information
Last FRAXY Update since 08/14/2008!
(NEW!) in 0814
Weapons - Gravity Field 2, Barrier, Barrier 2.
Improved parts - Head Core, Panel Aim-Player
- Icebrigade -
just thought that since no one had posted this let alone know about it that i'd do it *feels embarrased* hope it doesn't bother you JPteeto.
This page will give some handy information on all the various parts you can find on the editor. This will be updated as new versions are released! The layout will give the following:
- Name (If there are extra parameters for a part, it will be noted with <> next to the part name. Please see the tutorial in both Compendiums to see what they are.)
Durability: default value
Rank Changes: if applicable, Will show the difference between Rank 1 and 100, which will give a general range of change. Also keep in mind that any "time interval" changes would be without any slowdown. Your mileage may vary here.
Part Settings: This shows all Movment and Attack actions that part has, if any.
Notes: Anything special of note.
Other notes:
-Making a part have a durability of -1 makes it invincible.
-You cannot make a main core (the primary core of an enemy) invincible or else it will self-destruct.
-You can create a supplemental core (or cores) and shadow/hide the main core. This makes it so X number of cores have to be destroyed instead of 1.
-The Shadow flag makes the part appear with a black color and instantly have a draw order of 5. It cannot be destroyed in this state.
-The Hidden flag makes the part invisible. It cannot be destroyed in this state.
For pictures of these parts and the actual settings (albeit in Japanese), check here: Main Fraxy Part Reference
(A) Parts - Armaments
- Barrier <>
Durability: 600
Rank 1: barriers last for about 6 and a half seconds
Rank 100: barriers last for about 10 seconds
Part Settings:
Attack Act 1: Creates a barrier ring with a radius of 100, loops roughly every 20 seconds.
Attack Act 3: Creates a barrier ring with a radius of 200, loops roughly every 20 seconds.
Attack Act 5: Creates a barrier ring with a radius of 300, loops roughly every 20 seconds.
Attack Act 7: Creates a barrier ring with a radius of 400, loops roughly every 20 seconds.
Attack Act 9: Creates a barrier ring with a radius of 500, loops roughly every 20 seconds.
Attack Act 11: Creates a barrier ring with a radius of 750, loops roughly every 20 seconds.
Attack Act 13: Creates a barrier ring with a radius of 1000, loops roughly every 20 seconds.
Attack Act 15: Creates a barrier ring with a radius of 2000, loops roughly every 20 seconds.
Notes: Bullets cannot pass through, but the player can. Splash damage is also blocked. Exact radius and arc length can be specified by extra params.
- Barrier 2 <>
Durability: 600
Rank 1: barriers last forever
Rank 100: barriers last forever
Part Settings:
Attack Act 1: Creates a barrier ring with a radius of 100.
Attack Act 3: Creates a barrier ring with a radius of 200.
Attack Act 5: Creates a barrier ring with a radius of 300.
Attack Act 7: Creates a barrier ring with a radius of 400.
Attack Act 9: Creates a barrier ring with a radius of 500.
Attack Act 11: Creates a barrier ring with a radius of 750.
Attack Act 13: Creates a barrier ring with a radius of 1000.
Attack Act 15: Creates a barrier ring with a radius of 2000.
Notes: Bullets cannot pass through, but the player can. Splash damage is also blocked. Exact radius and arc length can be specified by extra params.
- Blade
Durability: 1500
Rank 1: extends for about 3-4 seconds
Rank 100: extends for about 6 seconds
Part Settings:
Attack Act 1: Blade extends, lasts for roughly 10 seconds.
Attack Act 3: Blade extends 1/3 more than normal, lasts for roughly 10 seconds.
Attack Act 5: Blade extends 1/2 more than normal, lasts for roughly 10 seconds.
Attack Act 7: Attack Act 1, lasts forever.
Attack Act 9: Attack Act 3, lasts forever.
Attack Act 11: Attack Act 5, lasts forever.
Notes: Will quickly damage over time if flying over blade.
- Booster M
Durability: 1500
Rank 1: Booster lasts for about 3 seconds
Rank 100: Booster lasts for about 4 seconds
Part Settings:
Move Act 1: Move at a moderate speed for a few seconds.
Move Act 3: Move at a faster speed for a few seconds.
Move Act 5: Move very fast for a few seconds.
Notes: Gives boss/drone a quick burst of speed. Handy to make your bosses make sudden forward charges to crash into the player.
Also damages the player if they get into the small flame.
- Booster M 2
Durability: 1500
Rank 1: Booster burns perpetually, slow speed gain
Rank 100: Booster burns perpetually, fast (not much faster than Rank 1) speed gain
Part Settings:
Move Act 1: Move very slow, lasts forever.
Move Act 3: Move slightly faster, lasts forever.
Move Act 5: Move slightly faster than Act 3, lasts forever.
Notes: Gives boss/drone constant forward movement. You will never move faster than Booster M.
Also damages the player if they get into the small flame.
- Booster S
Durability: 1500
Rank 1: Booster lasts for about 3 seconds
Rank 100: Booster lasts for about 4 seconds
Part Settings:
Move Act 1: Move slow for a few seconds.
Move Act 3: Move as fast as Booster M Move Act 1 for a few seconds.
Move Act 5: Move faster than Act 3 for a few seconds.
Notes: Gives boss/drone a quick burst of speed. Seems to be slightly slower than the Booster M part.
Also damages the player if they get into the small flame.
- Booster S 2
Durability: 1300
Rank 1: Booster burns perpetually, slow speed gain
Rank 100: Booster burns perpetually, fast (not much faster than Rank 1) speed gain
Part Settings:
Move Act 1: Move like a snail, lasts forever.
Move Act 3: Move slightly faster (but still very slow), lasts forever.
Move Act 5: Move as fast as Booster S Move Act 1, lasts forever.
Notes: Gives boss/drone constant forward movement. Doesn't seem much different from Booster M 2.
Also damages the player if they get into the small flame.
- Bullet <>
Durability: 1200
Rank 1: Fires 2 laser-type bullets in rapid sequence.
Rank 100: Fires 10 laser-type bullets in rapid sequence.
Part Settings:
Attack Act 1: Shoots bullets, varies with Rank.
Notes: Very large gun with a long, thin barrel. Lots of bullet amount variety due to Rank raising. Bullets do 400 damage to the player.
- Bullet-Small <>
Durability: 1000
Rank 1: Fires 2 laser-type bullets in broken sequence.
Rank 100: Fires 8 laser-type bullets in broken sequence.
Part Settings:
Attack Act 1: Shoots bullets, varies with Rank.
Notes: Very small gun. Lots of bullet amount variety due to Rank raising. Bullets do 400 damage to the player.
- Bullet-Twin <>
Durability: 1500
Rank 1: Fires 1 set of two parallel laser-type bullets.
Rank 100: Fires 6 sets of two parallel laser-type bullets in broken sequence.
Part Settings:
Attack Act 1: Shoots twin bullets, varies with Rank.
Notes: Large gun with a pair of barrels. Lots of bullet amount variety due to Rank raising. Bullets do 400 damage to the player.
- Burner <>
Durability: 1500
Rank 1: Emits a flame jet for about 4 seconds.
Rank 100: Emits a flame jet for about 6 seconds.
Part Settings:
Attack Act 1: Shoots a flame out about as long as Blade Attack Act 1, lasts for a few seconds.
Attack Act 3: Shoots a smaller flame, lasts for a few seconds.
Attack Act 5: Shoots a very huge flame, lasts for a few seconds.
Attack Act 7: Attack Act 1, shoots instantaneous and lasts forever.
Attack Act 9: Attack Act 3, shoots instantaneous and lasts forever.
Attack Act 11: Attack Act 5, shoots instantaneous and lasts forever.
Notes: Small flamethrower unit. Somewhat short range. Does rapid damage over time when flying over flames.
- Gravity Field <>
Durability: 1000
Rank 1: Gravity field lasts for about 6 seconds.
Rank 100: Gravity field lasts for about 8 seconds.
Part Settings:
Attack Act 1: Releases a field as big as a Big Core for a few seconds.
Attack Act 3: Releases a field two times bigger than Attack Act 1 for a few seconds.
Attack Act 5: Releases a field three times bigger than Attack Act 1 for a few seconds.
Attack Act 7: Releases a field four times bigger than Attack Act 1 for a few seconds.
Attack Act 9: Releases a field five times bigger than Attack Act 1 for a few seconds.
Attack Act 11: Releases a field about seven times bigger than Attack Act 1 for a few seconds.
Attack Act 13: Releases a field ten times bigger than Attack Act 1 for a few seconds.
Attack Act 15: Releases a field twenty times bigger than Attack Act 1 for a few seconds.
Notes: Makes a pulsating gravity field, pulling your ship closer to the device. Add more to make the gravity pull stronger.
- Gravity Field 2 <>
Durability: 1000
Rank 1: Gravity field lasts for about 6 seconds.
Rank 100: Gravity field lasts for about 8 seconds.
Part Settings:
Attack Act 1: Releases a field as big as a Big Core that lasts forever.
Attack Act 3: Releases a field two times bigger than Attack Act 1 that lasts forever.
Attack Act 5: Releases a field three times bigger than Attack Act 1 that lasts forever.
Attack Act 7: Releases a field four times bigger than Attack Act 1 that lasts forever.
Attack Act 9: Releases a field five times bigger than Attack Act 1 that lasts forever.
Attack Act 11: Releases a field about seven times bigger than Attack Act 1 that lasts forever.
Attack Act 13: Releases a field ten times bigger than Attack Act 1 that lasts forever.
Attack Act 15: Releases a field twenty times bigger than Attack Act 1 that lasts forever.
Notes: Makes a pulsating gravity field, pulling your ship closer to the device. Add more to make the gravity pull stronger. If the part is stunned, it will reactivate the field as the stun wears off.
- Grenade ?
Durability: 1000
Rank 1: Fires 1 homing laser.
Rank 100: Fires 3 homing lasers.
Part Settings:
Attack Act 1: Charges for about 5 seconds, then shoots homing lasers. Amount varies with Rank.
Notes:
- Homing Laser <>
Durability: 1000
Rank 1: Fires 1 homing laser.
Rank 100: Fires 3 homing lasers.
Part Settings:
Attack Act 1: Charges for about 5 seconds, then shoots homing lasers. Amount varies with Rank.
Notes: Gun that fires lasers very similar to the special weapon in Ikaruga. Beams don't home incessantly, but more arc towards the player's last "standing" point. If they miss, they will not home in again.
- Item Box
Durability: 1000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: More of a orb than a box. When destroyed, it offers a power-up pick up, much like when you destroy most Core parts. The only way this can kill you is if you ram it like an idiot. Does not work if hidden/shadowed. Is used mainly for the fighter type cores since they give no power-ups.
- Laser L ?
Durability: 1200
Rank 1: Fires a sustained, wide beam for about 6 seconds.
Rank 100: Fires a sustained, wide beam for about 8 seconds.
Part Settings:
Attack Act 1: After charging, shoots a wide beam for a few seconds.
Attack Act 3: After charging, shoots a wide beam for about 1/2 times longer.
Attack Act 5: After charging, shoots a wide beam for about two times longer.
Attack Act 7: After charging, shoots a wide beam forever.
Notes: A laser beam type weapon. Does damage over time if player stays in beam. Offers a longer lasting, wider beam.
- Laser M ?
Durability: 1100
Rank 1: Fires a sustained beam for about 3 seconds.
Rank 100: Fires a sustained beam for about 6 seconds.
Part Settings:
Attack Act 1: After charging, shoots a beam for a few seconds.
Attack Act 3: After charging, shoots a beam for about 1/2 times longer.
Attack Act 5: After charging, shoots a beam for about two times longer.
Attack Act 7: After charging, shoots a beam forever.
Notes: A laser beam type weapon. Does damage over time if player stays in beam.
- Laser S ?
Durability: 1000
Rank 1: Fires a sustained, thin beam for about 6 seconds.
Rank 100: Fires a sustained, thin beam for about 8 seconds.
Part Settings:
Attack Act 1: After charging, shoots a thin beam for a few seconds.
Attack Act 3: After charging, shoots a thin beam for about 1/2 times longer.
Attack Act 5: After charging, shoots a thin beam for about two times longer.
Attack Act 7: After charging, shoots a thin beam forever.
Notes: A laser beam type weapon. Does damage over time if player stays in beam. Shoots a very thin beam.
- Needle Gun <>
Durability: 1000
Rank 1: Fires a stream of 6 small needles in rapid succession.
Rank 100: Fires a stream of 24 small needles in rapid succession.
Part Settings:
Attack Act 1: Fires intermittent streams of needles depending on rank.
Attack Act 2: Fires a continuous stream of needles regardless of rank
Attack Act 3: Similar to Act 2, but fires the needles in a 'staggered' pattern with 3 barrels, giving a minigun effect.
Notes: Bullets look very small and do 200 damage to the player. They look similar to the bullets Guardian Core uses in Gradius Gaiden.
- Parts-Recovery
Durability: 1000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Attack Act 1: Repairs 5 stun damage per cycle, targets every part.
Attack Act 3: Repairs 5 stun damage per cycle, targets parent part.
Attack Act 5: Repairs 5 stun damage per cycle, targets core.
Notes: Magenta color. Works if hidden/shadowed, does not work with invincible parts.
- Parts-Recovery 2
Durability: 1000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Attack Act 1: Repairs 50 stun damage per cycle, targets every part.
Attack Act 3: Repairs 50 stun damage per cycle, targets parent part.
Attack Act 5: Repairs 50 stun damage per cycle, targets core.
Notes: Brighter Magenta color. Works if hidden/shadowed, does not work with invincible parts.
- Parts-Regeneration
Durability: 1000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Attack Act 1: Regens 2 damage per cycle, targets every part.
Attack Act 3: Regens 2 damage per cycle, targets parent part.
Attack Act 5: Regens 2 damage per cycle, targets core.
Notes: Green color. Works if hidden/shadowed, does not work with invincible parts. It may repair normal damage.
- Parts-Regeneration 2
Durability: 1000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Attack Act 1: Regens 8 damage per cycle, targets every part.
Attack Act 3: Regens 8 damage per cycle, targets parent part.
Attack Act 5: Regens 8 damage per cycle, targets core.
Notes: Brighter Green color. Works if hidden/shadowed, does not work with invincible parts. It may repair normal damage. If you use more than 3 to repair the core, it will just about be invincible since damage is reapired as a fast rate (Tested at level 30).
- Parts-Repair
Durability: 1000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Attack Act 1: Repairs 1 durability per cycle, targets every part.
Attack Act 3: Repairs 1 durability per cycle, targets parent part.
Attack Act 5: Repairs 1 durability per cycle, targets core.
Notes: Reddish color. Works if hidden/shadowed, does not work with invincible parts. It may repair critical damage (Core glows red).
- Parts-Repair 2
Durability: 1000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Attack Act 1: Repairs 10 durability per cycle, targets every part.
Attack Act 3: Repairs 10 durability per cycle, targets parent part.
Attack Act 5: Repairs 10 durability per cycle, targets core.
Notes: Brighter Reddish color. Works if hidden/shadowed, does not work with invincible parts. It may repair critical damage (Core glows red).
- Plasma Ring <>
Durability: 1500
Rank 1: Fires 1 plasma ring type shot.
Rank 100: Fires 4 plasma ring type shots.
Part Settings:
Attack Act 1: Shoots a slow moving ring. Number varies by Rank.
Notes: Fires a slow-moving, large plasma ring. Has good drill damage if it hits.
- Power Ball <>
Durability: 1400
Rank 1: Fires 1 power ball type shot.
Rank 100: Fires 8 power ball type shots.
Part Settings:
Attack Act 1: Shoots a ball shot. Number varies with Rank.
Notes: Fires a somewhat large version of a Vulcan bullet. One hit destruction. Bullets do (1200?) damage to the player.
- Remote Blast ?
Durability: 1000
Rank 1: Attempts lock on for a few seconds.
Rank 100: Attempts lock on for a few more seconds.
Part Settings:
Attack Act 1: Lock-On moves at a slow speed and has a small range.
Attack Act 3: Lock-On moves at a medium speed and has a medium range.
Attack Act 5: Lock-On moves at a fast speed and has double range but recharge time is increased.
Notes: The name should be Lock-On as that's exactly what it does. It actively seeks the player and once it locks, an instant death blast (if hit dead center) shoots from that area. This is perhaps the best homing weapon available.
- Ripple <>
Durability: 2000
Rank 1: Shoots 3 ripples out.
Rank 100: Shoots 10 ripples out.
Part Settings:
Attack Act 1: Shoots out ripples that grow larger as they go out farther.
Notes:
- Slow Ray <>
Durability: 1400
Rank 1: Shoots a single, slow moving beam.
Rank 100: Same as Rank 1 but faster recharge rate.
Part Settings:
Attack Act 1: Shoots a single, slow moving, medium size beam.
Attack Act 3: Shoots a single, slow moving, small size beam.
Attack Act 5: Shoots several, slow moving, medium sized beams.
Attack Act 7: Shoots several, slow moving, small sized beams.
Notes: As per the name, this is a slow firing weapon. For Attack Acts 1 and 3, a single shot comes out with higher ranks givng faster recharge rates. For Attack Acts 5 and 7, more beams are shot with higher ranks but same recharge rate.
- Sonic Wave L ?
Durability: 1100
Rank 1: Fires a sustained large wave for about 3 seconds.
Rank 100: Fires a sustained large wave for about 6 seconds.
Part Settings:
Attack Act 1: After charging, shoots a large wave for a few seconds.
Attack Act 3: After charging, shoots a large wave for about 1/2 times longer.
Attack Act 5: After charging, shoots a large wave for about two times longer.
Attack Act 7: After charging, shoots a large wave forever.
Notes: This weapon shoots a wave that does not damage the attacker but pushes them away. This shoots a big wave.
- Sonic Wave M ?
Durability: 1100
Rank 1: Fires a sustained wave for about 3 seconds.
Rank 100: Fires a sustained wave for about 6 seconds.
Part Settings:
Attack Act 1: After charging, shoots a wave for a few seconds.
Attack Act 3: After charging, shoots a wave for about 1/2 times longer.
Attack Act 5: After charging, shoots a wave for about two times longer.
Attack Act 7: After charging, shoots a wave forever.
Notes: This weapon shoots a wave that does not damage the attacker but pushes them away.
- Sonic Wave S ?
Durability: 1100
Rank 1: Fires a sustained small wave for about 3 seconds.
Rank 100: Fires a sustained small wave for about 6 seconds.
Part Settings:
Attack Act 1: After charging, shoots a small wave for a few seconds.
Attack Act 3: After charging, shoots a small wave for about 1/2 times longer.
Attack Act 5: After charging, shoots a small wave for about two times longer.
Attack Act 7: After charging, shoots a small forever.
Notes: This weapon shoots a wave that does not damage the attacker but pushes them away. This shoots a thin wave.
- Thruster Device M
Durability: 1500
Rank 1: Thrust lasts for about 3 seconds
Rank 100: Thrust lasts for about 4 seconds
Part Settings:
Move Act 1: Move at a moderate speed for a few seconds.
Move Act 3: Move at a faster speed for a few seconds.
Move Act 5: Move very fast for a few seconds.
Notes: This acts exactly like the Booster M except it lacks a flame.
- Thruster Device M 2
Durability: 1500
Rank 1: Thruster burns perpetually, slow speed gain
Rank 100: Thruster burns perpetually, fast (not much faster than Rank 1) speed gain
Part Settings:
Move Act 1: Move very slow, lasts forever.
Move Act 3: Move slightly faster, lasts forever.
Move Act 5: Move slightly faster than Act 3, lasts forever.
Notes: This acts exactly like the Booster M 2 except it lacks a flame.
- Thruster Device S
Durability: 1500
Rank 1: Thrust lasts for about 3 seconds
Rank 100: Thrust lasts for about 4 seconds
Part Settings:
Move Act 1: Move slow for a few seconds.
Move Act 3: Move as fast as Booster M Move Act 1 for a few seconds.
Move Act 5: Move faster than Act 3 for a few seconds.
Notes: This acts exactly like the Booster S except it lacks a flame.
- Thruster Device S 2
Durability: 1300
Rank 1: Thruster burns perpetually, slow speed gain
Rank 100: Thruster burns perpetually, fast (not much faster than Rank 1) speed gain
Part Settings:
Move Act 1: Move like a snail, lasts forever.
Move Act 3: Move slightly faster (but still very slow), lasts forever.
Move Act 5: Move as fast as Thruster Device S Move Act 1, lasts forever.
Notes: This acts exactly like the Booster S 2 except it lacks a flame.
- Vulcan <>
Durability: 1000
Rank 1: Fires a rapid stream of 4 small bullets.
Rank 100: Fires a rapid stream of 20(!) small bullets.
Part Settings:
Attack Act 1: Shoots a stream of small bullets. Number varies with Rank.
Notes: Fires bursts of small, round bullets. Large Rank variety. Good for bullet spam. Bullets do 300 damage to the player.
- Vulcan 2 <>
Durability: 1200
Rank 1: Fires a very rapid stream of 5 small bullets.
Rank 100: Fires a very rapid stream of 10 small bullets. Shortened Reload time before next bullet stream.
Attack Act 1: Shoots a rapid stream of small bullets. Number varies with Rank.
Notes: Fires very rapid bursts of small, round bullets, especially on higher Ranks. Good for bullet spam. Bullets do 300 damage to the player.
- Vulcan-Aim player ?
Durability: 1100
Rank 1: Fires 2 small bullets. Gun tracks player's ship.
Rank 100: Fires 14 small bullets. Gun tracks player's ship.
Part Settings:
Move Act 1: Aims at player for a few seconds.
Attack Act 1: Shoots a few small bullets. Number varies with Rank.
Notes: A Vulcan that slowly tracks the movement of the player. The first type of aiming panel created in Fraxy. May aim better than the Aim-Player panel. Fun for adding pressure. Bullets do 300 damage to the player.
- Vulcan-Cross <>
Durability: 1100
Rank 1: Fires 3 bullets in a four-way, spiral cross formation.
Rank 100: Fires 20(!) bullets in a four-way, spiral cross formation.
Part Settings:
Move Act 1: Spins clockwise at a fast pace.
Attack Act 1: Shoots small bullets N, E, S, W, simultaneously. Number varies with Rank.
Notes: Good for adding additional pressure to the player. Bullets do 300 damage to the player.
- Vulcan-Cross reverse <>
Durability: 1100
Rank 1: Fires 3 bullets in a four-way, spiral cross formation.
Rank 100: Fires 20(!) bullets in a four-way, spiral cross formation.
Part Settings:
Move Act 1: Spins counter-clockwise at a fast pace.
Attack Act 1: Shoots small bullets N, E, S, W, simultaneously. Number varies with Rank.
Notes: Good for adding additional pressure to the player. Bullets do 300 damage to the player.
- Vulcan-Multi <>
Durability: 1200
Rank 1: Fires 3 intermittent 3-way spread shots of small bullets.
Rank 100: Fires 8 intermittent 9-way spread shots of small bullets.
Part Settings:
Attack Act 1: Shoots a spread of small bullets. Number and spread length varies with Rank.
Notes: Essentially a shotgun variant of the Vulcan. Bullets do 300 damage to the player.
- Vulcan-Small <>
Durability: 1000
Rank 1: Fires 2 intermittent bullets.
Rank 100: Fires 8 intermittent bullets.
Part Settings:
Attack Act 1: Shoots small bullets in a pulsed pattern. Number varies with Rank.
Notes: Just a smaller, much less threatening Vulcan. Bullets do 300 damage to the player.
- Vulcan-Twin <>
Durability: 1100
Rank 1: Fires 3 sets of two parallel bullets.
Rank 100: Fires 8 sets of two parallel bullets.
Part Settings:
Attack Act 1: Shoots twin small bullets in a pulsed pattern. Number varies with Rank.
Notes: Large gun with a pair of barrels, shoots like Vulcan-Small. Bullets do 300 damage to the player.
(D) Parts - Defensive
- Block
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A hollow square block that kind of looks like Tic-Tac-Toe.
- Decoration
Durability: 1500
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A very small rectangle with little dots in it.
- Decoration 2
Durability: 1600
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A small rectangle with some designs on it.
- Decoration 3
Durability: 1800
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: This looks like a water drop.
- Decoration 4
Durability: 1500
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A tiny object that looks odd.
- Plate
Durability: 2200
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A trapezoid-shaped plate.
- Plate 02
Durability: 2200
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A round-rectangular shaped plate.
- Plate 03
Durability: 2200
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: Similar to Plate 2, though it's a slight bit smaller in "height".
- Plate 04
Durability: 2200
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A square-shaped plate.
- Plate 05
Durability: 2200
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A parallel, twin-connector plate.
- Plate 06
Durability: 2200
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A cylindrical connector plate.
- Plate 07
Durability: 1800
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: Looks very loosely like this: /\.
- Plate 08
Durability: 1800
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: Looks like a very tiny shoe.
- Plate 09
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: Looks loosely like a wishbone.
- Plate 10
Durability: 1500
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: Looks like a small drum.
- Plate 11
Durability: 1300
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes:
- Plate 12
Durability: 1600
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes:
- Plate 13
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes:
- Shell 1A
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes:
- Shell 1B
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: Hollow Shell 1A.
- Shell 2A
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes:
- Shell 2B
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: Hollow Shell 2A.
- Tank
Durability: 2200
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A hexagonal-shaped tank. When it explodes, lots of small bullets are released at higher difficulties.
- Tank-Explosion
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A circular-shaped tank with a tell-tale radioactivity symbol in the center of it. When destroyed in any manner, it explodes in a large ring of bullets as well as a nuclear EMP wave that statics up your screen and drains your energy meter. It also shuts down your ship's energy regeneration and boosting ability for a short amount of time. Self-destructing or making this invincible will NOT make it explode as noted, but there is a different method...
- Tip
Durability: 1600
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A thin-sized spearhead-shaped tip.
- Tip 2
Durability: 1600
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: Just like the Tip part, only quite a bit fatter in width.
- Tip 3
Durability: 1800
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A thick, small spearhead-shaped tip.
- Tip 4
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes:
- Tip 5
Durability: 2400
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: Looks more like a thin wing.
- Tip 6
Durability: 1500
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes:
- Wing L
Durability: 3000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A large, symmetrically shaped wing part.
- Wing L 2
Durability: 3000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A large wing part. Can use the Turn Flag to flip it around.
- Wing M
Durability: 1800
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A medium wing part. Can use the Turn Flag to flip it around.
- Wing S
Durability: 600
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A small wing part. Can use the Turn Flag to flip it around.
(J) Parts - Joints
- Joint-Aim player L
Durability: 1600
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Aims at player every few seconds.
Notes: A very long arm joint part that bends in the general direction of the player's ship. Can be very problematic if made indestrucible, as they'll block just about any attempt to damage the enemy's core.
- Joint-Aim player M
Durability: 1400
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Aims at player every few seconds.
Notes: A long arm joint part that bends in the general direction of the player's ship. Can be very problematic if made indestrucible, as they'll block just about any attempt to damage the enemy's core.
- Joint-Aim player S
Durability: 1000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Aims at player every few seconds.
Notes: A short arm joint part that bends in the general direction of the player's ship. Can be very problematic if made indestrucible, as they'll block just about any attempt to damage the enemy's core.
- Joint-Detach
Durability: 3500
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Self destructs.
Move Act 2: Go to Move Act 1. (May have been an original way to delay detachment.)
Notes: Not exactly a Joint, per say, but a tool that lets you make a multi-boss battle! Put this down, then put your ship down on top of it. The part will automatically blow up at the start of the fight, but instead of killing its "child" ship, it simply detaches it as another enemy. Fiddle with the "Start Mov frame" value, namely negative numbers to have them detach later in the battle.
- Joint-Turn 015
Durability: 1200
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn right 15 degrees from initial angle for about a minute. Go to Move Act 2.
Move Act 2: Turn left 15 degrees for about a minute. Go to Move Act 3.
Move Act 3: Turn left 15 degrees for about a minute. Go to Move Act 4.
Move Act 4: Turn right 15 degrees for about a minute. Go to Move Act 1.
Move Act 6: Turn right 15 degrees from initial angle for a while. Go to Move Act 7.
Move Act 7: Return to initial angle. Go to Move Act 6.
Move Act 9: Turn left 15 degrees from initial angle for a while. Go to Move Act 10.
Move Act 10: Return to initial angle. Go to Move Act 9.
Move Act 12: Turn right 15 degrees from initial angle for infinite amount of time.
Move Act 13: Turn left 15 degrees from initial angle for infinite amount of time.
Move Act 14: Stay at origin forever.
Notes: A more exact Joint-Turn. This one moves in 15 degree intervals.
- Joint-Turn 030
Durability: 1200
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn right 30 degrees from initial angle for about a minute. Go to Move Act 2.
Move Act 2: Turn left 30 degrees for about a minute. Go to Move Act 3.
Move Act 3: Turn left 30 degrees for about a minute. Go to Move Act 4.
Move Act 4: Turn right 30 degrees for about a minute. Go to Move Act 1.
Move Act 6: Turn right 30 degrees from initial angle for a while. Go to Move Act 7.
Move Act 7: Return to initial angle. Go to Move Act 6.
Move Act 9: Turn left 30 degrees from initial angle for a while. Go to Move Act 10.
Move Act 10: Return to initial angle. Go to Move Act 9.
Move Act 12: Turn right 30 degrees from initial angle for infinite amount of time.
Move Act 13: Turn left 30 degrees from initial angle for infinite amount of time.
Move Act 14: Stay at origin forever.
Notes: A more exact Joint-Turn. This one moves in 30 degree intervals.
- Joint-Turn 045
Durability: 1200
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn right 45 degrees from initial angle for about a minute. Go to Move Act 2.
Move Act 2: Turn left 45 degrees for about a minute. Go to Move Act 3.
Move Act 3: Turn left 45 degrees for about a minute. Go to Move Act 4.
Move Act 4: Turn right 45 degrees for about a minute. Go to Move Act 1.
Move Act 6: Turn right 45 degrees from initial angle for a while. Go to Move Act 7.
Move Act 7: Return to initial angle. Go to Move Act 6.
Move Act 9: Turn left 45 degrees from initial angle for a while. Go to Move Act 10.
Move Act 10: Return to initial angle. Go to Move Act 9.
Move Act 12: Turn right 45 degrees from initial angle for infinite amount of time.
Move Act 13: Turn left 45 degrees from initial angle for infinite amount of time.
Move Act 14: Stay at origin forever.
Notes: A more exact Joint-Turn. This one moves in 45 degree intervals.
- Joint-Turn 060
Durability: 1200
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn right 60 degrees from initial angle for about a minute. Go to Move Act 2.
Move Act 2: Turn left 60 degrees for about a minute. Go to Move Act 3.
Move Act 3: Turn left 60 degrees for about a minute. Go to Move Act 4.
Move Act 4: Turn right 60 degrees for about a minute. Go to Move Act 1.
Move Act 6: Turn right 60 degrees from initial angle for a while. Go to Move Act 7.
Move Act 7: Return to initial angle. Go to Move Act 6.
Move Act 9: Turn left 60 degrees from initial angle for a while. Go to Move Act 10.
Move Act 10: Return to initial angle. Go to Move Act 9.
Move Act 12: Turn right 60 degrees from initial angle for infinite amount of time.
Move Act 13: Turn left 60 degrees from initial angle for infinite amount of time.
Move Act 14: Stay at origin forever.
Notes: A more exact Joint-Turn. This one moves in 60 degree intervals.
- Joint-Turn 090
Durability: 1200
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn right 90 degrees from initial angle for about a minute. Go to Move Act 2.
Move Act 2: Turn left 90 degrees for about a minute. Go to Move Act 3.
Move Act 3: Turn left 90 degrees for about a minute. Go to Move Act 4.
Move Act 4: Turn right 90 degrees for about a minute. Go to Move Act 1.
Move Act 6: Turn right 90 degrees from initial angle for a while. Go to Move Act 7.
Move Act 7: Return to initial angle. Go to Move Act 6.
Move Act 9: Turn left 90 degrees from initial angle for a while. Go to Move Act 10.
Move Act 10: Return to initial angle. Go to Move Act 9.
Move Act 12: Turn right 90 degrees from initial angle for infinite amount of time.
Move Act 13: Turn left 90 degrees from initial angle for infinite amount of time.
Move Act 14: Stay at origin forever.
Notes: A more exact Joint-Turn. This one moves in 90 degree intervals.
- Joint-Turn 120
Durability: 1200
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn right 120 degrees from initial angle for about a minute. Go to Move Act 2.
Move Act 2: Turn left 120 degrees for about a minute. Go to Move Act 3.
Move Act 3: Turn left 120 degrees for about a minute. Go to Move Act 4.
Move Act 4: Turn right 120 degrees for about a minute. Go to Move Act 1.
Move Act 6: Turn right 120 degrees from initial angle for a while. Go to Move Act 7.
Move Act 7: Return to initial angle. Go to Move Act 6.
Move Act 9: Turn left 120 degrees from initial angle for a while. Go to Move Act 10.
Move Act 10: Return to initial angle. Go to Move Act 9.
Move Act 12: Turn right 120 degrees from initial angle for infinite amount of time.
Move Act 13: Turn left 120 degrees from initial angle for infinite amount of time.
Move Act 14: Stay at origin forever.
Notes: A more exact Joint-Turn. This one moves in 120 degree intervals.
- Joint-Turn 150
Durability: 1200
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn right 150 degrees from initial angle for about a minute. Go to Move Act 2.
Move Act 2: Turn left 150 degrees for about a minute. Go to Move Act 3.
Move Act 3: Turn left 150 degrees for about a minute. Go to Move Act 4.
Move Act 4: Turn right 150 degrees for about a minute. Go to Move Act 1.
Move Act 6: Turn right 150 degrees from initial angle for a while. Go to Move Act 7.
Move Act 7: Return to initial angle. Go to Move Act 6.
Move Act 9: Turn left 150 degrees from initial angle for a while. Go to Move Act 10.
Move Act 10: Return to initial angle. Go to Move Act 9.
Move Act 12: Turn right 150 degrees from initial angle for infinite amount of time.
Move Act 13: Turn left 150 degrees from initial angle for infinite amount of time.
Move Act 14: Stay at origin forever.
Notes: A more exact Joint-Turn. This one moves in 150 degree intervals.
- Joint-Turn 30-60
Durability: 1200
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn right 30 degrees from initial angle for about a minute. Go to Move Act 2.
Move Act 2: Turn left 60 degrees for about a minute. Go to Move Act 3.
Move Act 3: Turn right 60 degrees for about a minute. Go to Move Act 4.
Move Act 4: Turn left 60 degrees for about a minute. Go to Move Act 1.
Move Act 6: Turn right 30 degrees from initial angle for a while. Go to Move Act 7.
Move Act 7: Return to initial angle. Go to Move Act 6.
Move Act 9: Turn left 30 degrees from initial angle for a while. Go to Move Act 10.
Move Act 10: Return to initial angle. Go to Move Act 9.
Move Act 12: Turn right 30 degrees from initial angle for infinite amount of time.
Move Act 14: Turn left 30 degrees from initial angle for infinite amount of time.
Notes: Similar to the Joint-Aim player series, this joint arm part only bends to a certain fixed degree. Can be related to the Tetran boss from the Life Force series. Currently, a series of 3 of the 30-60s can create movable arms and doors (Use settings 6 and 9).
- Joint-Turn 180
Durability: 1200
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn right 180 degrees from initial angle for about a minute. Go to Move Act 2.
Move Act 2: Turn left 180 degrees for about a minute. Go to Move Act 3.
Move Act 3: Turn left 180 degrees for about a minute. Go to Move Act 4.
Move Act 4: Turn right 180 degrees for about a minute. Go to Move Act 1.
Move Act 6: Turn right 180 degrees from initial angle for a while. Go to Move Act 7.
Move Act 7: Return to initial angle. Go to Move Act 6.
Move Act 9: Turn left 180 degrees from initial angle for a while. Go to Move Act 10.
Move Act 10: Return to initial angle. Go to Move Act 9.
Move Act 12: Turn right 180 degrees from initial angle for infinite amount of time.
Move Act 13: Turn left 180 degrees from initial angle for infinite amount of time.
Move Act 14: Stay at origin forever.
Notes: A more exact Joint-Turn. This one moves in 180 degree intervals.
- Move Joint S (H-spd)
Durability: 1000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Moves forward once and stays there.
Move Act 3: Returns to origin and stays there. If it is at origin, does nothing.
Move Act 5: Moves forward and back continuously.
Move Act 6: Stalls once then moves forward and back continuously.
Move Act 8: Moves forward and back with about 10 seconds per move.
Move Act 9: Stalls once then moves forward and back with about 10 seconds per move.
Move Act 11: Moves forward and back with about 20 seconds per move.
Move Act 12: Stalls once then moves forward and back with about 20 seconds per move.
Move Act 14: Moves forward and back with about 30 seconds per move.
Move Act 15: Stalls once then moves forward and back with about 30 seconds per move.
Notes: This part is very unique as it's the only part that recognizes an origin point. It moves forward a little then returns to it's origin point and can take any parts connected to it along. This version moves in a fast motion.
- Move Joint S (M-spd)
Durability: 1000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Moves forward once and stays there.
Move Act 3: Returns to origin and stays there. If it is at origin, does nothing.
Move Act 5: Moves forward and back continuously.
Move Act 6: Stalls once then moves forward and back continuously.
Move Act 8: Moves forward and back with about 10 seconds per move.
Move Act 9: Stalls once then moves forward and back with about 10 seconds per move.
Move Act 11: Moves forward and back with about 20 seconds per move.
Move Act 12: Stalls once then moves forward and back with about 20 seconds per move.
Move Act 14: Moves forward and back with about 30 seconds per move.
Move Act 15: Stalls once then moves forward and back with about 30 seconds per move.
Notes: This part is very unique as it's the only part that recognizes an origin point. It moves forward a little then returns to it's origin point and can take any parts connected to it along. This version moves in a slow motion.
- Move Joint S (L-spd)
Durability: 1000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Moves forward once and stays there.
Move Act 3: Returns to origin and stays there. If it is at origin, does nothing.
Move Act 5: Moves forward and back continuously.
Move Act 6: Stalls once then moves forward and back continuously.
Move Act 8: Moves forward and back with about 10 seconds per move.
Move Act 9: Stalls once then moves forward and back with about 10 seconds per move.
Move Act 11: Moves forward and back with about 20 seconds per move.
Move Act 12: Stalls once then moves forward and back with about 20 seconds per move.
Move Act 14: Moves forward and back with about 30 seconds per move.
Move Act 15: Stalls once then moves forward and back with about 30 seconds per move.
Notes: This part is very unique as it's the only part that recognizes an origin point. It moves forward a little then returns to it's origin point and can take any parts connected to it along. This version moves in a really slow motion.
- Panel-Aim init angle
Durability: 1500
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn to initial angle for a few seconds at slightly slow speed.
Move Act 3: Turn to initial angle for a few more seconds at a normal speed.
Move Act 5: Turn to initial angle for even longer at a slightly faster speed.
Move Act 7: Turn to initial angle forever at a slow speed.
Move Act 9: Turn to initial angle forever at a normal speed.
Move Act 11: Turn to initial angle forever at a fast speed.
Move Act 13: Turn to initial angle forever at a very fast speed.
Notes: This panel is meant to make your weapon always face the direction the inner arrow is pointing. The angle is with respect to the main core, not the parent part. (edit by Sharkytrs - Setting panel to act 13 will allow the little 'chain gun' idea to work as it will ALWAYS stay in the original direction add a couple to a rolling panel (act 4) and away you go)
- Panel-Aim player
Durability: 1500
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn to player for a few seconds at slightly slow speed.
Move Act 3: Turn to player for a few more seconds at a normal speed.
Move Act 5: Turn to player for even longer at a slightly faster speed.
Move Act 7: Turn to player forever at a very slow speed.
Move Act 9: Turn to player forever at a slow speed.
Move Act 11: Turn to player forever at a normal speed.
Move Act 13: Turn to player forever at a fast speed.
Move Act 15: Turn to player forever at a very fast speed.
Notes: This panel works on the same principle as the Vulcan-Aim player part. With this part, you can take anything you'd like and toss it onto here, making any weapon being capable of aiming straight for the player. Is finally able to aim at the player perfectly. The fastest move action speed is capable of following the player's every movement in normal play mode while stationary.
- Panel-Rolling M
Durability: 2500
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn counter-clockwise at a normal speed for about a minute. Go to Move Act 2.
Move Act 2: Turn clockwise at a normal speed for about a minute. Go to Move Act 1.
Move Act 4: Turn counter-clockwise at a faster speed for about a minute. Go to Move Act 5.
Move Act 5: Turn clockwise at a faster speed for about a minute. Go to Move Act 4.
Move Act 7: Turn counter-clockwise at a normal speed forever.
Move Act 8: Turn clockwise at a normal speed forever.
Move Act 9: Turn counter-clockwise at a faster speed forever.
Move Act 10: Turn clockwise at a faster speed forever.
Notes: First spins counter-clockwise, then slows to a stop before spinning clockwise, then slows to--yeah... You get the idea.
- Panel-Rolling M 2
Durability: 2500
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn counter-clockwise at a very slow speed for about a minute. Go to Move Act 2.
Move Act 2: Turn clockwise at a very slow speed for about a minute. Go to Move Act 1.
Move Act 4: Turn counter-clockwise at a slow speed for about a minute. Go to Move Act 5.
Move Act 5: Turn clockwise at a slow speed for about a minute. Go to Move Act 4.
Move Act 7: Turn counter-clockwise at a very slow speed forever.
Move Act 8: Turn clockwise at a very slow speed forever.
Move Act 9: Turn counter-clockwise at a slow speed forever.
Move Act 10: Turn clockwise at a slow speed forever.
Notes: Just the same as the first, though the rotation speed seems to be quite a bit slower.
- Panel-Rolling S
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn counter-clockwise at a normal speed for about a minute. Go to Move Act 2.
Move Act 2: Turn clockwise at a normal speed for about a minute. Go to Move Act 1.
Move Act 4: Turn counter-clockwise at a faster speed for about a minute. Go to Move Act 5.
Move Act 5: Turn clockwise at a faster speed for about a minute. Go to Move Act 4.
Move Act 7: Turn counter-clockwise at a normal speed forever.
Move Act 8: Turn clockwise at a normal speed forever.
Move Act 9: Turn counter-clockwise at a faster speed forever.
Move Act 10: Turn clockwise at a faster speed forever.
Notes: A smaller version of Panel-Rolling M, it seems to spin faster with a higher Rank.
- Panel-Rolling S 2
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn counter-clockwise at a very slow speed for about a minute. Go to Move Act 2.
Move Act 2: Turn clockwise at a very slow speed for about a minute. Go to Move Act 1.
Move Act 4: Turn counter-clockwise at a slow speed for about a minute. Go to Move Act 5.
Move Act 5: Turn clockwise at a slow speed for about a minute. Go to Move Act 4.
Move Act 7: Turn counter-clockwise at a very slow speed forever.
Move Act 8: Turn clockwise at a very slow speed forever.
Move Act 9: Turn counter-clockwise at a slow speed forever.
Move Act 10: Turn clockwise at a slow speed forever.
Notes: Just the same as the first, though the rotation speed seems to be quite a bit slower. Like Panel-Rolling S, speed rises with Rank.
- Suicide device
Durability: 30000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Self destruct.
Move Act 3: Self destruct. (Same as Move Act 1)
Notes: Just as the name says, this is a Suicide part. If you have something indestructible that you want to blow up after some time, just play around with the "Start Mov time" value. Once it blows, it and all of its child parts will self destruct in a rapid chain of explosions.
(B) Parts - Bricks
A note about brick parts: When a child brick part is destroyed, it does not pass on damage to it's parent. Also, a parent brick part will not recieve damage from the destruction of its child parts and cannot be stunned.
- Brick-Rectangle1A
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A simple, solid white, rectangular brick.
- Brick-Rectangle1B
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A more fancy rectangular brick.
- Brick-Rectangle2A
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A simple, solid white, rectangular brick. Longer than Brick-Rectangle1A.
- Brick-Rectangle2B
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A more fancy rectangular brick. Longer than Brick-Rectangle1B.
- Brick-Semicircle1A
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A simple, solid white, semicircular brick.
- Brick-Semicircle1B
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A more fancy semicircular brick.
- Brick-Square1A
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A simple, solid white, square brick.
- Brick-Square1B
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A more fancy square brick.
- Brick-Triangle1A
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A simple, solid white, triangular brick.
- Brick-Triangle1B
Durability: 2000
Rank 1: N/A
Rank 100: N/A
Part Settings:
N/A
Notes: A more fancy triangular brick.
(E) Parts - Effectors
Effectors are parts that add different explosion effects to parts. They are like other parts and are timed but they take no damage. They do not affect the player in any way. Use events to change the part explosion to what you want.
- Effector (Aura)
Durability: 10000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Small blue aura.
Move Act 3: Medium blue aura.
Move Act 5: Big blue aura.
Move Act 7: Large blue aura.
Move Act 9: Small red aura.
Move Act 11: Medium red aura.
Move Act 13: Big red aura.
Move Act 15: Large red aura.
Notes: This will give an aura to whatever you apply it to. Looks like your ship in Over Soll mode. Self loops.
- Effector (Charge)
Durability: 10000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Small, blue area concentration then Move Act 2.
Move Act 2: Blue charge forever.
Move Act 4: Large, blue area concentration then Move Act 5.
Move Act 5: Blue charge forever.
Move Act 7: Large, blue area concentration forever.
Move Act 9: Small, orange area concentration then Move Act 10.
Move Act 10: Orange charge forever.
Move Act 12: Large, orange area concentration then Move Act 13.
Move Act 13: Orange charge forever.
Move Act 15: Large, orange area concentration forever.
Notes: This will make it look like something is charging up. Self loops.
- Effector (Concentration)
Durability: 10000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Small, white area concentration forever.
Move Act 3: Medium, white area concentration forever.
Move Act 5: Large, white area concentration forever.
Move Act 7: Big, white area concentration forever.
Notes: This also makes it look like something is charging but without the ball of energy and it is white. Very impressive and self loops.
- Effector (Explosion)
Durability: 10000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Small explosion, like a small part.
Move Act 3: Medium explosion.
Move Act 5: Big explosion, like a Big Core.
Notes: This is a standard explosion, nothing that hasn't been seen before but still impressive.
- Effector (Explosive)
Durability: 10000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Small radius of random explosions.
Move Act 3: Medium radius of random explosions.
Move Act 5: Big radius of random explosions.
Move Act 7: Large radius of random explosions.
Move Act 9: Tiny concentrated, constant explosions.
Move Act 11: Small concentrated, constant explosions.
Move Act 13: Medium concentrated, constant explosions.
Move Act 15: Medium-Big concentrated, constant explosions.
Notes: This will give the illusion of something critically damaged or self-destructing due to the mass of explosions. Self loops.
- Effector (Flash)
Durability: 10000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Tiny flash, more X-axis flare.
Move Act 3: Small flash (1/4 more than Move Act 1), more X-axis flare.
Move Act 5: Medium flash (1/2 more than Move Act 1), more X-axis flare.
Move Act 7: Tiny flash, more Y-axis flare.
Move Act 9: Small flash (1/4 more than Move Act 1), more Y-axis flare.
Move Act 11: Medium flash (1/2 more than Move Act 1), more Y-axis flare.
Notes: This is an explosion that looks like a star or when you preform a clean-up.
- Effector (Flash-Red)
Durability: 10000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Tiny red blip.
Move Act 3: Small red blip.
Move Act 5: Medium red blip.
Move Act 7: Medium-Big red blip.
Notes: This makes a red blip that lasts for a second. Useful for making beacons but be sure to loop it.
- Effector (Shine)
Durability: 10000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Big, fancy, and long 'heaven' blast.
Move Act 3: Small and not as flashy 'heaven' blast.
Move Act 5: Large, expanding aura of light.
Notes: This explosion adds a more 'heavenly' flare to destruction. Move Acts 1 and 3 look like explosions from Silpheed: The Lost Planet. Move Act 5 is drastically different as it's all-emcompansing and has a large radius.
- Effector (Shockwave)
Durability: 10000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Medium shockwave.
Move Act 3: Large shockwave (1/2 bigger than Move Act 1).
Move Act 5: Very Large shockwave (1/2 bigger than Move Act 3).
Move Act 7: Insanely Large shockwave (1/2 bigger than Move Act 5).
Move Act 9: Medium inverted shockwave.
Move Act 11: Large inverted shockwave (1/2 bigger than Move Act 1).
Move Act 13: Very Large inverted shockwave (1/2 bigger than Move Act 3).
Move Act 15: Insanely Large inverted shockwave (1/2 bigger than Move Act 5).
Notes: This is a series of explosions that spread from the source out.
- Effector (Shockwave-Slow)
Durability: 10000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Medium, slow shockwave.
Move Act 3: Large, slow shockwave (1/2 bigger than Move Act 1).
Move Act 5: Very Large, slow shockwave (1/2 bigger than Move Act 3).
Move Act 7: Insanely Large, slow shockwave (1/2 bigger than Move Act 5).
Move Act 9: Medium, slow inverted shockwave.
Move Act 11: Large, slow inverted shockwave (1/2 bigger than Move Act 1).
Move Act 13: Very Large, slow inverted shockwave (1/2 bigger than Move Act 3).
Move Act 15: Insanely Large, slow inverted shockwave (1/2 bigger than Move Act 5).
Notes: Exactly like the Shockwave except that the explosions a slowed down, like an Ikaruga or Gradius V boss blast or a slow computer.
- Effector (Spark)
Durability: 10000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: A long, thin front burst of flak.
Move Act 3: A long, spread front burst of flak.
Move Act 5: A wide front spead of flak.
Move Act 7: A random spread of flak.
Notes: This explosion is not as big and flashy as the other types but adds a nice damaged look.
- Effector (Thunder-Line)
Durability: 10000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Twin, Small, Short-Range, Blue lightning bolts.
Move Act 3: Twin, Small, Medium-Range, Blue lightning bolts.
Move Act 5: Twin, Normal, Long-Range, Blue lightning bolts.
Move Act 7: Twin, Large, Long-Range, Blue lightning bolts.
Move Act 9: Twin, Small, Short-Range, Orange lightning bolts.
Move Act 11: Twin, Small, Medium-Range, Orange lightning bolts.
Move Act 13: Twin, Normal, Long-Range, Orange lightning bolts.
Move Act 15: Twin, Large, Long-Range, Orange lightning bolts.
Notes: This 'explosion' looks more like a weapon than an effect. It releases twin lightning bolts that go off in front but at random arcs. Perhaps this is a prototype for a future weapon...
- Effector (Thunder-Stream)
Durability: 10000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Twin, Small, Short, Blue lightning bolts.
Move Act 3: Twin, Small, Medium, Blue lightning bolts.
Move Act 5: Twin, Normal, Long, Blue lightning bolts.
Move Act 7: Twin, Large, Long, Blue lightning bolts.
Move Act 9: Twin, Small, Short, Orange lightning bolts.
Move Act 11: Twin, Small, Medium, Orange lightning bolts.
Move Act 13: Twin, Normal, Long, Orange lightning bolts.
Move Act 15: Twin, Large, Long, Orange lightning bolts.
Notes: This explosion is exactly like the Thunder-Line except that the lightning bolts circle around the area of the part. Good for making parts that malfunction or are stunned.
(C) Parts - Cores
- Big core
Durability: 6500
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn to player, then Move
Move Act 2: Move, then Turn to player
Notes: Has a alternating forward movement / turn-towards-player pattern. Appears to move quicker and further on higher Ranks.
- Big core 2
Durability: 6500
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn to player and Move (starting in a counter-clockwise movement)
Move Act 2: Turn to player and Move (starting in a clockwise movement)
Notes: Has a rotation movement pattern with a circular strafe. Appears to move quicker and further on higher Ranks.
- Bit core
Durability: 400
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Move forwards with a small thruster burst, goto Act 5
Move Act 3: Move forwards with a small thruster burst, goto Act 9
Move Act 5: Turn towards player and briefly move counter-clockwise, goto Act 6
Move Act 6: Turn towards player, goto Act 7
Move Act 7: Turn towards player and move clockwise, goto Act 8
Move Act 8: Turn towards player, goto Act 9
Move Act 9: Turn towards player and briefly move clockwise, goto Act 10
Move Act 10: Turn towards player, goto Act 11
Move Act 11: Turn towards player and move counter-clockwise, goto Act 12
Move Act 12: Turn towards player, goto Act 5
Notes: Moves around swiftly with strafing patterns, trying to track the player's ship. Make fun Gradius-like Options to deal with. This is best used with a stationary enemy since the Bit Cores have a tendency to float off great distances and become hard to track.
- Block core
Durability: 7500
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Do nothing then goto Act 2
Move Act 2: Move toward player then goto Act 3
Move Act 3: Turn 90 degrees right then goto Act 4
Move Act 4: Move toward player then goto Act 5
Move Act 5: Turn 180 degrees left then goto Act 6
Move Act 6: Move toward player then goto Act 7
Move Act 7: Turn 90 degrees left then goto Act 8
Move Act 8: Move toward player then goto Act 1
Notes: A core that moves toward your ship in slow steps. It will completely rotate a full 90 degrees inbetween each step as well.
- Cancer core
Durability: 7000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn towards player and move around counter-clockwise, goto Act 2
Move Act 2: Turn towards and move towards player, goto Act 3
Move Act 3: Turn towards player and move around clockwise, goto Act 4
Move Act 4: Turn towards and move towards player, goto Act 1
Notes: By far the fanciest looking core in the set. Moves in a mixture of forward dashes and circle strafing.
- Deploy core
Durability: 10000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Self destruct
Notes: Used as a multi Detach Part for multiple ships. Use as the first core and attach other cores to it without Detach Parts. Disappears immediately after starting.
- Fighter core
Durability: 300
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn to player and Move at the same time.
Notes: Useful for making drones. Always in constant forward movement, making wide turns to try and come head on with the player. Gets faster at higher Ranks.
- Fighter core 2
Durability: 300
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn to player and Move at the same time.
Notes: Useful for making drones. Very similar to the first Fighter core, though it seems to make better turns at the player. Gets faster at higher Ranks.
- Head Core
Durability: 3000
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn to player slowly.
Move Act 2: Turn to player and move forward at the same time.
Move Act 3: Turn to player and move counter-clockwise at the same time.
Move Act 4: Turn to player and move clockwise at the same time.
Move Act 5: Turn to player and move away at the same time.
Move Act 6: Turn to player and move forward in a counter-clockwise manner.
Move Act 7: Turn to player and move forward in a clockwise manner.
Move Act 8: Turn to player and move away in a counter-clockwise manner.
Move Act 9: Turn to player and move away in a clockwise manner.
Move Act 10: Rotate clockwise.
Move Act 11: Rotate counter-clockwise.
Notes: Does not show that it is taking damage like normal cores, but through the brightness of the three green lights located on it.
- Mini core
Durability: 50
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn to player and Move slowly, then Move faster
Move Act 2: Move fast, then Turn to player and Move slowly
Notes: Another good drone ship. Moves in long forward dashes, then stops to make a long stationary turn before dashing again. Gets faster at higher Ranks.
- Missile core
Durability: 50
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Turn to player and Move fast at the same time, eventually Self destruct
Move Act 2: Self destruct
Move Act 4: Move backwards a little then goto Act 1
Move Act 6: Move right a little then goto Act 1
Move Act 8: Move left a little then goto Act 1
Notes: Not exactly good for a main core, though they make fun missile swarms when coupled with Joint-Detach parts. They literally just shoot off straight like a missile and try their best to bend for the player. If they miss, they'll just fly off the board and suicide by going out of bounds. On higher Ranks, they fly much quicker. To make the missile blow up faster, set the Move time closer to 300. Also, do not set the missile to have -1 durability or else it will self destruct when detached.
- Rolling core
Durability: 4500
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Move to player slowly and Turn 360 degress counter-clockwise slowly
Move Act 3: Move to player slowly and Turn 360 degress clockwise slowly
Move Act 5: Move to player slowly and Turn 360 degress counter-clockwise very slowly
Move Act 7: Move to player slowly and Turn 360 degress clockwise very slowly
Notes: Pretty much stays in place with a slight circular flight path, with an outer panel that rotates around the core. On higher Ranks, the outer panel spins quicker.
- Rolling core 2
Durability: 4500
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Move to player slowly and Turn 360 degress clockwise, then Turn 360 degrees counter-clockwise
Move Act 2: Move to player slowly and Turn 360 degress counter-clockwise, then Turn 360 degrees clockwise
Move Act 4: Move to player slowly and Turn 360 degress clockwise slowly, then Turn 360 degrees counter-clockwise slowly
Move Act 5: Move to player slowly and Turn 360 degress counter-clockwise slowly, then Turn 360 degrees clockwise slowly
Notes: Has the same flight path as the Rolling core, but much quicker. The core and the outer panel will also change their rotation directions. On higher Ranks, the outer panel spins quicker.
- Small core
Durability: 1200
Rank 1: N/A
Rank 100: N/A
Part Settings:
Move Act 1: Move to player slowly and Turn 360 degress clockwise slowly
Move Act 3: Move to player slowly and Turn 360 degress counter-clockwise slowly
Notes: Think of this as a much smaller Rolling core without that rotating panel part. Higher Ranks give it a quicker movement and rotation speed.
Comments (Show all 59)
Anonymous said
at 8:19 pm on May 26, 2008
Alright, one last event. Put the event condition "move frame" = (A full minute of frames). On the actions, add set "move frame" = 0. That should reset the whole trigger chain. Make sure to tick "don't delete" on each event!
Anonymous said
at 8:20 pm on May 26, 2008
Obviously I don't know what a full minute of frames is, but what I said gives you a pretty good idea. Make multiple events to cover all the parts (long, I know), and POOF, you have a 30 sec long bullet hell mode.
Glad to have helped.
Anonymous said
at 8:21 pm on May 26, 2008
O yeah, I believe its 50 frames per second, so about 3000 frames per minute.
Anonymous said
at 5:54 am on May 27, 2008
I just figured out that 360 frames is about 25 seconds. And thanks, fraxython. I'm using a serperate Joint Turn 15-30 thats hidden as the Brain, or "Big Timer" like on LM01, Belthasar by Sharky
Anonymous said
at 6:31 am on May 27, 2008
Actually 390/395 ish for 25
Anonymous said
at 2:08 pm on May 27, 2008
Well, everyones computer is different I guess.
Anonymous said
at 2:54 pm on May 27, 2008
yup haha. I got everything working, just have to work on the durablity of the stuff so things destroy just right haha
Anonymous said
at 9:47 pm on May 27, 2008
Assuming you have a computer with a 3.2THz 16-core CPU, 1TB RAM, 256GB VRAM geForce 19400 and a bunch of other unrealistic (for now, anyway...) super-computer parts, and could run Fraxy at maximum FPS constantly even if there are 12 of the laggiest ship on the screen at once, 30 frames would be equal to 1 second. Otherwise, it varies depending on what your current framerate is.
Anonymous said
at 1:40 am on May 28, 2008
ive bin testing on my dual core 2Ghz and my 1.6Ghz laptop graphicly fraxy doesn't need an amazing graphics card its all processing of math and code that slows down fraxy, as its compiling .fed files on the go...... but on my laptop, 45 frames is, 1.46 seconds, and on my PC 45 frames is 1.03 seconds........ so frame rate certainly helps, plus all this was times in editor not in gameso my results could be way out.
Anonymous said
at 2:37 am on May 28, 2008
I was going to email you specifically for help sharkytrs, but thought may as well ask everyone here. For my project, I need to be able to make a part *temporarily* invincible, with the part alternating between vulnerable and invincible on a timer of about 20 secs per "phase". There can be no healing of any kind. Essentially the health of the piece needs to be frozen for 20 secs, then back to normal for 20 secs. Any help?
Anonymous said
at 6:01 am on May 28, 2008
Have it so that the event that makes it appear turns on the parts movement. Every part can be on or off, not just joints, weapons, etc. Make it's durability -1 at first. When it's move is turned on, make an event so it changes the Maximum Durability to what you want, and sets the durability to 100%.
Anonymous said
at 6:08 am on May 28, 2008
it's two conditions need to conditions need to be the move on, and move frame is whatever your comp has at 20 seconds. It should be like this:
Conditions:
Movement (ON)
Move frame = (whatever 20 seconds is for you)
Actions:
Change Maximum Durability
[ID2(SELF)]
1000 (or whatever you want)
Change durability
[ID2(SELF)]
1000 (or whatever you want)
Hope that works out for ya!
Anonymous said
at 6:09 am on May 28, 2008
disregard the grammer F-up at the beginning of the second comment haha
Anonymous said
at 6:15 am on May 28, 2008
the only roblem with that is that the durability value won't be kept, ill reseach tonight and figure it out, but im at work at the min.....
Anonymous said
at 6:24 am on May 28, 2008
Same, skiving for the win! Haha *Sees boss, quickly closes window* :-/
Anonymous said
at 11:36 am on May 28, 2008
lol
Anonymous said
at 1:14 pm on May 28, 2008
There is an exhaustive alternative to this. You can have the parts AND a copy of itself right on top. You have the copy invincible, and the original vulnerable. After a certain number of frames, one side shadows, and the other side becomes normal, creating the ILLUSION, mind, that its freezing its health. Very simple but time-consuming. It should work.
Anonymous said
at 2:03 pm on May 28, 2008
well thats a much better slution and you get a nice blue flash every time it switches........ i was going to go round the world with events for my idea, swaping variables an that..... lol....... might carry on tho...................
Anonymous said
at 2:55 pm on May 28, 2008
No problem. Variables can be annoying to work with, as I'm currently fussing with on a three headed monster...
Anonymous said
at 3:06 pm on May 28, 2008
That's the idea that was slowly creeping into my mind. It didn't arrive in my brain as I was thinking of a 1 piece solution, as my project will involve hundreds of pieces as it is. That seems like the best solution, so I'll use it. Ta!
Anonymous said
at 6:05 pm on May 28, 2008
If only it were a little bit easier sometimes...
Anonymous said
at 10:17 pm on May 31, 2008
Anybody know how to get effectors to loop?
Anonymous said
at 2:20 am on Jun 1, 2008
change move action works
Anonymous said
at 2:21 am on Jun 1, 2008
with shine move frame works still
Anonymous said
at 3:38 am on Jun 1, 2008
I'm actually trying to make the flash loop, which isn't going too well for me.
Anonymous said
at 5:06 am on Jun 1, 2008
yeah fash neds hang acion, if it keeps getting it changed every 2 frames it looks quite good i've been usng it myself for a new weapon
Anonymous said
at 9:28 am on Jun 1, 2008
Condition-
Move frame 0
Action-
(Effector) Change Move frame 0
(Effector) Change Move action to whatever the Effector already is.
Don't Delete event after excecution.
This works for me on all the effectors.
Anonymous said
at 11:52 am on Jun 1, 2008
Ok, I got it working. Thanks dudes.
Anonymous said
at 4:48 pm on Jun 7, 2008
How would one use effectors effectively?
Anonymous said
at 5:12 pm on Jun 7, 2008
What do you mean? You mean for show? My newest boss (PAI03) has sparks come off it when it's at half health, and you could also use sparks for moving joints
Anonymous said
at 3:40 am on Jun 8, 2008
pulsar on the 5-part theme amnd 'the sun' use a repeating shine effector as body graphics. you could use a shockwave effector to give a part thats dieing a little extra drama, or use thunder stream, or spark, on a destroyed arm for again dramatic effect, the possibilitys are endless..........
Anonymous said
at 7:14 pm on Jun 11, 2008
I was trying to get them to loop in time with the weapons but I got that. Then I saw Pulsar on YouTube and came up with an idea to use that as a sentry or turret for a boss. I'm sure slowdown will become an issue though...
Anonymous said
at 1:02 am on Jun 12, 2008
meh.... not that bad
Nutman217 said
at 8:00 pm on Jul 4, 2008
Shocking Stuff:I've done a deep-detail analysis in the "Core Fade Effect" and I have found hypercam proof that a "faded" core takes more damage than one slowly dealt with. Also, Regen cores also allow the cores under its aura to "de-fade" faster. I don't need hypercam proof for that for you can check it yourself with a clumsily cobbled big core with a regen part on it.
NightKev said
at 2:00 am on Jul 5, 2008
Uhm...faded? What do you mean?
Nutman217 said
at 11:41 am on Jul 5, 2008
Look at the middle of a big core. When you damage it, the middle sort of darkens and shrinks into its self. When you stop damaging it, it begins getting brighter again and growing back out. That's what the "fade" status of a core is. All cores have this effect.
Screature said
at 6:39 pm on Jul 5, 2008
Learn summat new every day :-)
bukkarooo said
at 11:45 am on Jul 23, 2008
Quick Think, at least with Concentrate, it doesn't turn just orange, it becomes the color you set for the enemy bullets
Nutman217 said
at 3:14 pm on Jul 24, 2008
I've added the damage done by "bullet" projectiles. Have fun!
Peardian said
at 11:41 pm on Aug 15, 2008
In case anyone still cares after this page, I suggest that extra parameters details be added where applicable.
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