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Universal Projectile Reflect 1.0

FOR IKEMEN GO Nightly 7/30/25 OR LATER

Instructions

This plug and play reflection works by the player turning the map "k_reflecting" on, once it is on it will activate any attack that has this map set to 1 or higher will reflect any helper or projectile that is trying to actively attack it.

Modifying your helper/projectile to be unreflectable

If you want to assert that your projectile or helper cannot be reflected you need to set the sysvar(1) for the helper to a non zero value and for helpers or add const(bit16) to your projectile id when its spawned. **If your helper uses projectiles for priority shields you must do both of these things. Also, your helper must be using projectile hit attributes or it will get ignored aka NP,SP,HP,AP **

EG for helpers in cns

[state 0]
type = varset
trigger1=time=0
sysvar(1)=1 ; i will not be reflected unless I change this value to 0

Zss:

if time=0{
sysvar(1):=1; #i will not be reflected unless I change this value to 0
}

EG for projectiles in cns

[State 1005, This is for fossils]
type = Projectile
trigger1 = time = 0
ProjID = 999+const(bit16) ;adding the const makes it unable to be reflected

Zss:

if time=0{
projectile{projid:999+const(bit16);otherstuff;}
}

Modifying the player/helper to reflect

Make sure the animation you are using has a clsn1 defined and that you safeguard the state so that it doesn't get hit too early. In the state of the helper/player you simply set the k_reflecting map to anything other than 0. When you want to stop reflecting you set it back to 0.

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