Difference between revisions of "Junk Machine"
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|type=Switch, Special Interaction | |type=Switch, Special Interaction | ||
| − | |location= | + | |location='''MaGMML: Episode Zero:'''<br>[[Entrance Succession]] |
|OffAppear=[[Mega Man 7]] | |OffAppear=[[Mega Man 7]] | ||
| − | |MaGMMLAppear=[[Megamix Engine]] | + | |MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]<br>[[Megamix Engine]] |
|appear2= | |appear2= | ||
|sprite=[[File:JunkMachine.png]] | |sprite=[[File:JunkMachine.png]] | ||
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The '''Junk Machine''' is a gimmick in ''[[Mega Man 7]]'', found in Junk Man's stage. It is a machine powered by electricity that provides power to other objects. | The '''Junk Machine''' is a gimmick in ''[[Mega Man 7]]'', found in Junk Man's stage. It is a machine powered by electricity that provides power to other objects. | ||
| − | Junk Machines are included in the [[Megamix Engine]], and are planned to appear as a devkit gimmick in ''[[Make a Good Mega Man Level 3]]'' and ''[[Make a Good 48 Hour Mega Man Level]]''. | + | Junk Machines are included in the [[Megamix Engine]], and are planned to appear as a devkit gimmick in ''[[Make a Good Mega Man Level 3]]'' and ''[[Make a Good 48 Hour Mega Man Level]]''. Before either games' release, it was used in the ''[[Make a Good Mega Man Level: Episode Zero]]'' level [[Entrance Succession]]. |
==Behavior== | ==Behavior== | ||
Revision as of 20:49, 16 May 2021
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The Junk Machine is a gimmick in Mega Man 7, found in Junk Man's stage. It is a machine powered by electricity that provides power to other objects.
Junk Machines are included in the Megamix Engine, and are planned to appear as a devkit gimmick in Make a Good Mega Man Level 3 and Make a Good 48 Hour Mega Man Level. Before either games' release, it was used in the Make a Good Mega Man Level: Episode Zero level Entrance Succession.
Behavior
Junk Machines are inactive by default. Hitting the machine with specific objects will power the machine on, causing it to power on any objects it shares a flag with. Hitting with with such an object again will power it off.
Junk Machines have two creation code values:
- myFlag - Objects with the same flag value as the Junk Machine's flag value will power on or off when the Junk Machine does. Default value is 0.
- powerSource[#] - What objects activate/deactivate the Junk Machine, with the # replaced with a number. The default instances of this value are:
- "powerSource[1] = objThunderBeam"
- "powerSource[2] = objThunderWool"
- "powerSource[3] = objSparkShock"