Omega (Original Zero) MegaMan Zero 3 (GBA) & MegaMan ZX (NDS) ----------------------- Notes on Variables ----------------------- Character Variables ------------------- Var(1) - Command/Power Attack Variable Var(5) - Air Jump Detection Var(10) - Faster Speed of Animation Element Number Used mainly for Shadow Omega Var(15) - Move contact indicator. Var(16) - Move hit indicator. Var(17) - Move guarded indicator. Var(20) - AI Activation System [> 0 = Player] [< 0 = CPU] Var(21) - AI Change State Randomizer Var(30) - Charge Sabre System Var(31) - Charge Shot System Var(32) - Sabre Blade Shot Activation Var(50) - Can't KO character using F1 ------------------- Armor Variables --------------- NOTE: All Variables below record current data information, other than getting hit. They save, then load data after recovering from a hit. Integers -------- Var(40) - State Number (But not getting hit state numbers) Var(41) - Anim Number Var(42) - Anim Element Number Var(43) - Ctrl System Var(44) - State Time Var(45) - Recently Got hit, Flash Time Floats ------ FVar(30) - Velocity X FVar(31) - Velocity Y --------------- Helper Variables ---------------- Projeciles: - Var(10) - See character variable 10 above Boulder Trigger: - Var(0) - Facing at the start of state - Var(1) - Position Randomizer Small Rock Particles: - Var(0) - Velocity X Randomizer - Var(1) - Velocity Y Randomizer Charged Mega Shot: - Var(0) - Position Y Randomizer Beam: - Var(10) - Background Brightness Beam Shot: - Var(0) - Hit Count & Size Modification Light Beams: - FVar(0) - Binding Position AI Trigger: - Var(0) - Root Ctrl System - Var(10) - Root State Time - Var(20) - AI Activation System [> 0 = Player] [< 0 = CPU] Aura Shadow: - Var(0): - Sets to Roots Anim Element Number - FVar(0): - Draw Size X Scaling Factor - FVar(1): - Draw Size Y Scaling Factor Sabre Object: - Var(0): - Sets to Roots Anim Element Number -------------------