Difference between revisions of "Junk Machine"
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**"powerSource[2] = [[Thunder Wool|objThunderWool]]" | **"powerSource[2] = [[Thunder Wool|objThunderWool]]" | ||
**"powerSource[3] = [[Spark Shock|objSparkShock]]" | **"powerSource[3] = [[Spark Shock|objSparkShock]]" | ||
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| + | ==Related Gimmicks== | ||
| + | *[[Junk Magnet]] | ||
| + | *[[Junk Platform]] | ||
[[Category:Gimmicks]][[Category:Devkit Gimmicks (MaGMML3)]][[Category:Mega Man 7 Gimmicks]] | [[Category:Gimmicks]][[Category:Devkit Gimmicks (MaGMML3)]][[Category:Mega Man 7 Gimmicks]] | ||
Revision as of 19:53, 9 October 2018
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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.
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"