Sensor chip series (BN6): Difference between revisions

Chip series (BN6)
(Add internal ID and sort order)
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|sortorder=116
|sortorder=116
|name=Sensor1
|name=Sensor1
|fullname=Sensor 1
|series=Sensor
|description=Hits enmy with beam from snsr
|description=Hits enmy with beam from snsr
|class=Standard
|class=Standard
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|sortorder=117
|sortorder=117
|name=Sensor2
|name=Sensor2
|fullname=Sensor 2
|series=Sensor
|description=Hits enmy with beam from snsr
|description=Hits enmy with beam from snsr
|class=Standard
|class=Standard
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|sortorder=118
|sortorder=118
|name=Sensor3
|name=Sensor3
|fullname=Sensor 3
|series=Sensor
|description=Hits enmy with beam from snsr
|description=Hits enmy with beam from snsr
|class=Standard
|class=Standard
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Sensor1 has 2 HP, Sensor2 has 30HP and Sensor3 has 40HP. Pseudo-breaking and invis-piercing. Can be spawned on broken/hole panels. Sensor chips paralyze for 90f. After being placed Sensors take 40f idle with the eye closed, 10f for eye to open and 14f before green circles to start. The green dot travels 1 panel per 8 frames.  
Sensor1 has 20 HP, Sensor2 has 30HP and Sensor3 has 40HP. Pseudo-breaking and invis-piercing. Can be spawned on broken/hole panels. Sensor chips paralyze for 90f. After being placed Sensors take 40f idle with the eye closed, 10f for eye to open and 14f before green circles to start. The green dot travels 1 panel per 8 frames.  
Each panel the beam strikes damages the enemy once, however it will damage the enemy again if they exit the panel and re-enter it.
Each panel the beam strikes damages the enemy once, however it will damage the enemy again if they exit the panel and re-enter it.
The direction in which the Sensor will look and fire is dependent on which row it stands. When placed on the top row, it will look diagonally down forward. When placed on the middle row, it will look straight forward. When placed on the bottom row, it will look diagonally up forward. The Killer Eye Beam lasts for 130f regardless of version.
The direction in which the Sensor will look and fire is dependent on which row it stands. When placed on the top row, it will look diagonally down forward. When placed on the middle row, it will look straight forward. When placed on the bottom row, it will look diagonally up forward. The Killer Eye Beam lasts for 130f regardless of version.

Latest revision as of 20:43, 30 August 2024

Chip 6 Standard 116.png
Chip Icon 6 Standard 116.png Sensor1
DescriptionHits enmy with beam from snsr
Full nameSensor 1
ClassStandard
Library #116
ElementElec Elec
Attack power100
CodesJ O W
MB32 (max 3 copies)
Chip 6 Standard 117.png
Chip Icon 6 Standard 117.png Sensor2
DescriptionHits enmy with beam from snsr
Full nameSensor 2
ClassStandard
Library #117
ElementElec Elec
Attack power130
CodesN U Y
MB35 (max 3 copies)
Chip 6 Standard 118.png
Chip Icon 6 Standard 118.png Sensor3
DescriptionHits enmy with beam from snsr
Full nameSensor 3
ClassStandard
Library #118
ElementElec Elec
Attack power160
CodesI K Q
MB38 (max 3 copies)

Sensor1 has 20 HP, Sensor2 has 30HP and Sensor3 has 40HP. Pseudo-breaking and invis-piercing. Can be spawned on broken/hole panels. Sensor chips paralyze for 90f. After being placed Sensors take 40f idle with the eye closed, 10f for eye to open and 14f before green circles to start. The green dot travels 1 panel per 8 frames. Each panel the beam strikes damages the enemy once, however it will damage the enemy again if they exit the panel and re-enter it. The direction in which the Sensor will look and fire is dependent on which row it stands. When placed on the top row, it will look diagonally down forward. When placed on the middle row, it will look straight forward. When placed on the bottom row, it will look diagonally up forward. The Killer Eye Beam lasts for 130f regardless of version. Change from previous game: Sensor’s activation delay has been increased.