Object (BN6): Difference between revisions

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(Created page with "Obstacles generated with the stage are treated as obstacles placed by the player on whose side they are generated. Neutral objects that can be hit by both sides can block wind gusts and be pushed by drag causing attacks. Type 1 objects can be damaged by attacks causing drag but type 2 objects won’t be. ===Types=== *Type 1 - each player can have only one of these under their control. Should a player attempt to place another one, the previous one will explode. *Type 2 -...")
 
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Latest revision as of 04:40, 14 July 2023

Obstacles generated with the stage are treated as obstacles placed by the player on whose side they are generated. Neutral objects that can be hit by both sides can block wind gusts and be pushed by drag causing attacks. Type 1 objects can be damaged by attacks causing drag but type 2 objects won’t be.

Types

  • Type 1 - each player can have only one of these under their control. Should a player attempt to place another one, the previous one will explode.
  • Type 2 - each player can have only two of these under their control. Should a player attempt to place third one, the one that was placed first will explode.
  • Type 3 - there is no limit to how many of these each player can have, and they will not explode. These obstacles are not affected by push.

Note that BodyGuard PA removes user’s type 1 obstacles on trigger.

Obstacle Type HP Frames Hittable* Inhalable** Placed before explosion?*** Impact damage
BlackBomb 1 100 6000f Yes Yes Thrown 100 (throw)
Sensor1 1 20 720f No Yes Yes N/A
Sensor2 1 30 720f No Yes Yes N/A
Sensor3 1 40 720f No Yes Yes N/A
AirSpin1 1 400 25f Yes Yes No Base damage (contact)
AirSpin2 1 400 35f Yes Yes No Base damage (contact)
AirSpin3 1 400 45f Yes Yes No Base damage (contact)
Wind 1 40 1500f No Yes Yes N/A
Fan 1 40 1500f No Yes Yes N/A
LilBoiler1 1 ??? 96f Yes Yes Thrown Base damage halved (throw)
LilBoiler2 1 ??? 96f Yes Yes Thrown Base damage halved (throw)
LilBoiler3 1 ??? 96f Yes Yes Thrown Base damage halved (throw)
AirRaid1 1 30 150f No Yes Yes N/A
AirRaid2 1 40 190f No Yes Yes N/A
AirRaid3 1 50 230f No Yes Yes N/A
TimeBomb1 1 50 180f Yes Yes No N/A
TimeBomb2 1 50 180f Yes Yes No N/A
TimeBomb3 1 50 180f Yes Yes No N/A
TimeBomb+ 1 200 180f Yes Yes No N/A
Fanfare 1 60 2400f No Yes Yes N/A
Discord 1 60 2400f No Yes Yes N/A
Timpani 1 60 2400f No Yes Yes N/A
Silence 1 60 2400f No Yes Yes N/A
V Doll 1 ??? 420f Yes Yes Thrown 10 (throw)
Guardian 1 ??? 6000f Yes Yes No N/A
Anubis 1 100 3000f No Yes No N/A
PoisonPharaoh 1 100 1440f No Yes No N/A
Otenko 1 100 1800f No Yes N/A
RockCube 2 200 6000f Yes Yes No 200 (push)
IceCube 2 200 6000f Yes Yes N/A 200 (push)
Boulder 2 500 - Yes Yes N/A 400 (push)
Mine 2 No No No Base damage (contact)
FlashBomb 1 3 10 60f No No Thrown Base damage (throw)
FlashBomb2 3 15 60f No No Thrown Base damage (throw)
FlashBomb3 3 20 60f No No Thrown Base damage (throw)
BugBomb 3 40 60f No No Thrown 0 (throw)
*Hittable obstacles can be attacked by their owner (this includes affecting them with big push and small push), and will be hit by ElecMan chip’s second Thunderbolt strike.
**Inhalable obstacles can be affected by the following effects: Inhaled with DustCross’ B+Left and DustMan chip. Absorbed by BlizzardBall for extra damage. Converted to soldiers with ColonelArmy.
***If an obstacle is placed before explosion, it will not be summoned in the panel of an obstacle that would explode (even if the obstacle would explode in the process of it being summoned). If an obstacle is placed after explosion, they would be summoned in place of the obstacle that exploded. Thrown obstacles are treated as obstacles that are placed after explosion, and if they are type 1 obstacles other than VDoll, they deal pseudo-break damage on impact.