MM1:Boosting Objects

The spring and boost panel, collectively called "boosting objects", are objects that boost Mary, Xane, and enemies in the direction they're facing.

Springs
Springs are small objects consisting of a spring and a brown pad on top that send players and monsters flying when they touch it. There are three different types of springs, the most common being diagonal springs. There are also vertical and horizontal variants. If Mary hits a spring with her hammer, she may go further than she would otherwise from that spring.

Boost Panels
Boost panels are small grey pads with an oversized circle with a light on each side at its back that forcibly boosts whoever touches it off in the direction it's facing. It's hard to change your movement direction after being boosted by one for a short time, but jumping and character abilities are still possible. Boost panels also rotate your view to face their direction unless this behavior is changed in the Miscellaneous Options menu.

Modding
To make a spring or boost panel, place a "Spring" or "BoostPanel" thing, which is what the player will see as the object itself, even though they do nothing by themselves.

Draw a diamond or square-shaped sector around the spring(s) or boost panel(s) and select all the linedefs. Give them the 80:ACS Execute action with the named script "Boost"; The three arguments allow you to tweak the spring/boost panel, though springs have more "types". Also, check to make it repeatable, player walks over, monster walks over, monster bumps, monster presses use, projectile passes over, and front side only; These allow the player and monsters to trigger springs. If you enable the "projectile passes over", it allows Mary to hit the spring with her hammer and certain projectiles like the fireball.

ARGUMENT 1: Reference Thing ID
Each individual spring/boost panel, due to how the ACS script is programmed, must be given a thing ID; This isn't just used for determining the direction you and the spring/boost panel face, but is also used for positioning. The player is forcibly moved to the spring/boost panel before it moves you. To make a spring forcibly rotate the player to face its direction, make this number negative. Boost panels and horizontal springs always do this unless the user changes the behavior in the Options menu.

ARGUMENTS 2 & 3: Horizontal and Vertical Power
Since springs can bounce the player different heights and boost panels use the same script, the remaining two arguments are used to set the horizontal and vertical force the spring/boost panel will launch others away from it with. Set these to numbers like "40" for optimal bounciness.

To make it behave like a Boost Panel, set vertical power to 0. If that's set to any other value, it will become a spring.

Set either variable to a negative number and the spring will bounce you farther if hit with a hammer. If both are negative, that force is increased by 2!