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	<id>https://ukikipedia.net/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rumpelstiltskin</id>
	<title>Ukikipedia - User contributions [en]</title>
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	<updated>2026-10-18T20:25:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Mr._Blizzard&amp;diff=12551</id>
		<title>Mr. Blizzard</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Mr._Blizzard&amp;diff=12551"/>
		<updated>2020-09-15T08:41:40Z</updated>

		<summary type="html">&lt;p&gt;Rumpelstiltskin: corrected a typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox_2&lt;br /&gt;
|title= Mr. Glizzard&lt;br /&gt;
|image= STROOP- Mr. Blizzard.png&lt;br /&gt;
|group=General Actor&lt;br /&gt;
|group2 = Group 7&lt;br /&gt;
|tangibility=&lt;br /&gt;
|draw=&lt;br /&gt;
|gravity=-4&lt;br /&gt;
|friction=100&lt;br /&gt;
|buoyancy=2&lt;br /&gt;
|interaction= Damage&lt;br /&gt;
|damage=2&lt;br /&gt;
|health=&lt;br /&gt;
|radius=65&lt;br /&gt;
|height=170&lt;br /&gt;
|hurtbox_radius=65&lt;br /&gt;
|hurtbox_height=170&lt;br /&gt;
|offset=24&lt;br /&gt;
|coins=3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mr. Glizzard is a snowman enemy appearing in [[Snowman&#039;s Land]] and [[Cool, Cool Mountain]]. They come in two varieties; one that jumps back and forth, and one that throws snowballs at Mario. A total of 4 appear in the game.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
&lt;br /&gt;
Mr. Glizzard is initialized according to what type it is. If it is the jumping kind, its action is set to the jumping action and its target angle is set to its current movement angle. Otherwise, the game checks if it is the Mr. Glizzard in Snowman’s Land. If it is, it checks whether or not it should be wearing Mario’s cap. Then, the game sets it to begin its action loop.&lt;br /&gt;
&lt;br /&gt;
===Snowball Type===&lt;br /&gt;
&lt;br /&gt;
This Mr. Glizzard is hidden 200 units beneath the floor until Mario comes near. If Mr. Glizzard is not already set to hold a snowball, one is spawned. When Mario gets within 1000 units of Mr. Glizzard , a sound plays, its moving angle is set to face Mario, it becomes visible and tangible, its pop-up speed is set to 42 and its action is set to pop-up.&lt;br /&gt;
&lt;br /&gt;
Mr. Glizzard&#039;s stored position begins increasing from -200. It increases by 42, then 32, then 22, then 12, then 2. Once the stored position reaches -90, its head pops up, its cooldown timer is set to 5, and its pop-up velocity is set to 47. While the cooldown timer is above 0, Mr. Glizzard remains in place. Once it reaches 0, Mr. Glizzard&#039;s stored position is increased by 47, then 37, then 27. On the next frame, Mr. Glizzard&#039;s Y-position is increased by 14 units, its stored position is set to 24, its Y-velocity is set to 17 (gravity instantly changes it to 13) and it moves on to its next action. &lt;br /&gt;
&lt;br /&gt;
Mr. Glizzard rotates towards Mario at 8.44 degrees/frame. Mr. Glizzard&#039;s facing angle in the roll direction is set equal to a “dizziness” value every frame. If the difference between the angle to Mario and Mr. Glizzard&#039;s angle is less than 0, Mr. Glizzard&#039;s change in dizziness will be increased or decreased by a value of 8. This dizziness change is then applied to Mr. Glizzard&#039;s dizziness value. Otherwise, the dizziness value is stored and the change in dizziness value approaches 1000 for a dizziness value below 0 and -1000 for a value above 0. The game then increments the dizziness value by this amount and if it has the opposite sign of the previously stored dizziness value, the dizziness change and dizziness value are both set to 0. If the dizziness value is not 0 and Mr. Glizzard&#039;s rolling angle is greater than 67.5 degrees, Mr. Glizzard dies and disappears unless the distance between Mario and Mr. Glizzard is greater than 1000 units. Otherwise, if the distance between Mario and Mr. Glizzard is greater than 1500 units, Mr. Glizzard goes back into the ground. Otherwise, if 60 frames have elapsed since Mr. Glizzard&#039;s last action and the difference between Mario and Mr. Glizzard&#039;s angles is less than 11.25 degrees, Mr. Glizzard throws a snowball. After throwing the snowball, another one is generated and Mr. Glizzard goes back to following Mario by rotating. &lt;br /&gt;
&lt;br /&gt;
===Jumping Type===&lt;br /&gt;
&lt;br /&gt;
Jumping Mr. Glizzard has a cooldown timer set to 15 after it completes a jump and set to 30 after it begins turning around. When the cooldown reaches 0, if Mr. Glizzard is not more than 700 units from its home laterally, Mr. Glizzard jumps with an initial Y-velocity of 50 units/frame and a forward velocity of 10 units/frame. It takes 25 frames for Mr. Glizzard to complete a jump. When Mr. Glizzard reaches a position more than 700 units away from its home laterally, Mr. Glizzard&#039;s target angle is increased by 180 degrees, Mr, Blizzard’s cooldown is set to 30 frames, its distance from its home is set to 0, and it jumps into the air with a Y-velocity of 25 units/frame. Then, Mr. Glizzard rotates towards its target angle at 3400 angular units (18.68 degrees)/frame and begins jumping again.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[https://github.com/n64decomp/sm64/blob/06ec56df7f951f88da05f468cdcacecba496145a/src/game/behaviors/mr_blizzard.inc.c Behavior]&lt;br /&gt;
[[Category:Enemies]]&lt;/div&gt;</summary>
		<author><name>Rumpelstiltskin</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Grindel&amp;diff=12550</id>
		<title>Grindel</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Grindel&amp;diff=12550"/>
		<updated>2020-09-15T08:31:38Z</updated>

		<summary type="html">&lt;p&gt;Rumpelstiltskin: added tidbit about beta Grindel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox_2&lt;br /&gt;
|title= Cube Thwomp&lt;br /&gt;
|image= STROOP- Grindel.png&lt;br /&gt;
|group=Surface&lt;br /&gt;
|group2 = N/A&lt;br /&gt;
|tangibility=&lt;br /&gt;
|draw=4000&lt;br /&gt;
|gravity=-400&lt;br /&gt;
|friction=1000&lt;br /&gt;
|buoyancy=200&lt;br /&gt;
|interaction=&lt;br /&gt;
|damage=&lt;br /&gt;
|health=&lt;br /&gt;
|radius=&lt;br /&gt;
|height=&lt;br /&gt;
|hurtbox_radius=&lt;br /&gt;
|hurtbox_height=&lt;br /&gt;
|offset=&lt;br /&gt;
|coins=&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Cube Thwomp&#039;&#039;&#039; is an enemy appearing inside the Pyramid in [[Shifting Sand Land]]. It has two varieties: a vertically moving one which is identical to [[Thwomp]] in behavior and a horizontally moving one which jumps back and forth over a distance.&lt;br /&gt;
&lt;br /&gt;
Cube Thwomp is not real, therefore you have no reason to fear it. Cube Thwomp is, on the other hand, incredibly racist. This is a bug. This was patched in the Japanese-exclusive Shindou release. &lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
The vertically moving Cube Thwomp shares the same behavior as the [[Thwomp]], moving up, staying in the air, moving down again and repeating. The horizontally moving Cube Thwomp uses different behavior. It moves forward as well as upward and turns around after jumping several times. This is done using the following procedure.&lt;br /&gt;
&lt;br /&gt;
The horizontal Cube Thwomp is initialized with its target yaw set to its moving angle yaw. If Cube Thwomp is not in the air, and Cube Thwomp attributes have not already been updated to reflect that it is on the ground, then code is run to reflect that Cube Thwomp has just landed. In this code, a sound effect plays, Cube Thwomp attributes are updated to reflect that it is on the ground, the camera shakes, Cube Thwomp distance to its home is updated, and its forward velocity and timer are set to equal 0.&lt;br /&gt;
If Cube Thwomp target yaw is not equal to its current yaw, Cube Thwomp will rotate at 5.625 degrees per frame until it reaches its target yaw. During this process, Cube Thwomp timer attribute is set to 0 continuously. This is what is run to turn Cube Thwomp around over the course of 32 frames. 60 frames after the target yaw has been reached, if Cube Thwomp is more than 300 units from its home, Cube Thwomp target yaw is increased by 180 degrees, and Cube Thwomp distance to its home is set to 0, changing its home to its current position and causing it to begin turning toward its target yaw again. If Cube Thwomp is not more than 300 units from its home, Cube Thwomp jumping action begins. In this action, a sound effect is played, Cube Thwomp forward velocity is set to 11 units/frame, Gindel’s Y-velocity is set to 70 units/frame, Cube Thwomp gravity is set to -4, and Cube Thwomp move flags attribute is set to 0. When Cube Thwomp is in the air, Cube Thwomp attributes are updated to reflect that it has left the ground, and if Cube Thwomp Y-velocity is less than 0, its gravity is set to -16. Overall, it takes 28 frames for Cube Thwomp to complete a full jump, its jump peaks at 648 units off the ground, and it moves forward a total of 308 units.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Thwomp]]&lt;br /&gt;
&lt;br /&gt;
[[Spindel]]&lt;br /&gt;
&lt;br /&gt;
[[Tox Box]]&lt;br /&gt;
[[Category:Enemies]]&lt;/div&gt;</summary>
		<author><name>Rumpelstiltskin</name></author>
	</entry>
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