Stage 0
Concept
This game is based on CoD’s Gun Game
The game is simple. You’ll be given new equipment every time you kill someone. Anyone killed with a melee weapon will go back to the previous equipment. The goal is to reach the last tier first
Lobby Limit
- Min: 4
- Max: 12
For Map Creators
Command Syntax
- Arguments in [] are needed
- Arguments in () are optional
- Arguments in {} are repeatable
- Put words with spaces in quotes like so:
/i "Golden Shower"
- Integers are whole numbers
- -3, -2, 1, 5, 7
- 1.3, FFFF00, true
- Decimals are integers with fractional components
- -3, -1.2, 2, 4.5
- FFFFFF, FF00FF
- Hexadecimal integers are integers written in base-16
- FF00FF, FF2211, 472543
- FF0FF.1F, FF.22
Adding Items
Command Syntax
/ggitem add [Tier] [Item ID or Name] (Stack)
Usage
/ggitem add 1 1
Adds 1 Iron Pickaxe at Tier 1
/ggitem add 3 "Copper Shortsword" 1
Adds 1 Copper Shortsword at Tier 2. (Note: Tier 2 is blank because it wasn’t defined)
Defining Tiers
Players start at Tier 1
Tiers are defined by items
Blank tiers uses the set before it
Health and Mana
Each Life/Mana Crystal defined at a tier equals 1 HP/MP, while each Heart/Star equals 1 HP/MP healed when they upgrade to that tier
A globally defined Heart/Star heal every time they upgrade
Updating & Modifying Items
Command Syntax
/ggitem update [GGItem ID] {[Update Type] [Value]}
/ggitem mod [GGItem ID] {[Mod Type] [Value]}
Usage
/ggitem update 40 t 4 id 3521
Puts GGItem 40 at Tier 4 and changes the item ID to 3521
/ggitem update 41 t 5 st 32
Puts GGItem 41 at Tier 5 and changes the stack to 32
/ggitem mod 40 c 42
Makes GGItem 40 deal 42 dmg
/ggitem mod 41 sc 0.1
Makes GGItem 41 90% smaller
/ggitem mod 43 uam 97 ss 2
Makes GGItem 43 use bullets and travel 2 ppt(pixels per tick)
Update Types
- Tier {t [integer]}
- Item ID {id [integer]}
- Stack {st [integer]}
Mod Types
- Prefix
{p [integer]}
- A.k.a. modifiers
- List of IDs
- 0 is the default
- -1 Gets a random prefix(used during Crafting). -2 is the same but for reforging
- Color
{c [hexadecimal integer]}
- Item’s tint
- White or #FFFFFF is the default
- Damage
{d [integer]}
- Item’s base damage
- Knockback
{kb [decimal]}
- Knockback the item hits for
- Use animation time
{ua [integer]}
- How long(in frames) the animation plays
- Use time
{ut [integer]}
- How long(in frames) the item is being used
- Shoot Projectile ID
{s [integer]}
- What projectile the item shoots.
- List of IDs
- Projectile speed
{ss [decimal]}
- The speed of the projectile in pixels
- Scale
{sc [decimal]}
- Held item’s scale
- Ammo ID
{a [integer]}
- The item’s custom ammo ID
- Use 23 to make the game treat it like gel
- Or use your own ID to make your own ammo
- Use ammo type
{uam [integer]}
- The item’s ammo type
- Valid ammo IDs:
0. None
23. Gel
40. Arrows
71. Coins
75. Fallen Stars
97. Bullets
169. Sand
283. Darts
771. Rockets
780. Solutions
931. Flares
949. Snowballs
1261. Stynger Bolts
1783. Candy Corns
1785. Jack O’ Lanterns
1836. Stakes
3108. Nails - You can use Mod 10 to create ammo 74, then use this mod to use that ammo
- Not ammo
{na [true/false]}
- True if the item is not ammo, false otherwise
- Dropped width
{dw [integer]}
- The dropped item’s width
- Dropped height
{dh [integer]}
- The dropped item’s height
Removing Items
Command Syntax
/ggitem delete {[GGItem ID]}
/ggitem deleterange [GGItem ID Start] [GGItem ID End]
/ggitem deletetier [Tier]
Usage
/ggitem delete 1 4 6
Removes GGItems 1, 4, and 6
/ggitem deleterange 4 7
Removes GGItems 4 to 7
/ggitem deletetier 6
Removes all items in Tier 6(Note).