Important
These variables are frequently used and can be changed to achieve different effects.
Variable | Description |
---|---|
url | The unique identifier number for a character |
player | Your player number (1-4) |
state | Your current state |
state_timer | How many frames into the current state you are |
state_cat | Your current state category |
prev_state | The previous state you were in |
prev_prev_state | The state before the previous state you were in |
attack | The current attack you’re using or the last attack you used, if you aren’t currently attacking |
window | The window of the action you’re in |
window_timer | How many frames into the current window you are |
spr_dir | The direction the player is facing: 1 = right, -1 = left |
spr_angle | The angle at which to draw the player’s sprite |
free | Whether the player is aerial or not |
hsp | The current horizontal speed in pixels per frame |
vsp | The current vertical speed in pixels per frame |
joy_pad_idle | Whether the joystick is idle or not. Also works with keyboard |
joy_dir | The direction of the joystick. Also works with keyboard. Only accurate if joy_pad_idle is false |
[input_name]_pressed | Checks whether an input was just pressed, buffer included |
[input_name]_down | Checks whether an input is being held down |
[direction]_hard_pressed | Used for joystick hard presses, like dashing or dropping through platforms |
was_parried | Whether your current attack has been parried or not |
can_move | Whether you can move during an attack or not |
can_jump | Whether you can jump or not. Used for jump cancels in attacks |
can_attack | Whether you can attack or not. Used for jab / tilt cancels |
can_strong | Whether you can use Fstrong / Dstrong or not. Used for strong attack cancels |
can_ustrong | Whether you can Ustrong or not. Used for strong attack cancels |
can_special | Whether you can use special attacks or not. Used for special cancels |
can_shield | Whether you can shield or not. Used for parry / roll cancels |
can_wall_jump | Whether you can currently walljump or not. To walljump, both this variable and has_walljump must be true. Use this to make recovery moves cancellable into walljump |
has_walljump | Whether you have your walljump or not |
has_airdodge | Whether you have your airdodge or not |
can_fast_fall | Whether you can fastfall or not |
djumps | The number of double jumps you’ve used |
max_djumps | The max number of double jumps you can use |
off_edge | Whether you can leave the ledge or not; used to prevent grounded attacks from leaving the ground |
super_armor | Whether you have full super armor or not |
soft_armor | The value of KB that it takes to break your armor. For reference, Etalus Fair has a value of 12 |
invincible | Whether you’re invincible or not |
invince_time | The number of invincibility frames until invincible is set to false |
hitpause | Whether the player is in hitpause or not |
hitstop | The number of frames remaining until hitpause ends |
hitstop_full | The number of frames this instance of hitpause lasts total |
has_hit | Whether you’ve hit something with the current attack |
has_hit_player | Whether you’ve hit a player with the current attack |
can_wall_cling | Whether you’re able to wall cling or not |
clinging | Whether you’re wall clinging or not. Only functions if can_wall_cling is true |
fall_through | Whether you can land on platforms or not. false will cause you to fall through all platforms. |
go_through | Whether you can pass through other players without pushing them away or not. |
grav | The characters gravitational acceleration |
strong_charge | How long you’ve been charging a strong attack (0 – 60) |
move_cooldown[attack] | How long the move is on cooldown for. 0 = not on cooldown |
Less Important
These variables can be changed, but usually don’t need to be, as they are normally managed by themselves.
Variable | Description |
---|---|
hit_player_obj | The instance ID of the last player that you either hit or got hit by. Mainly used for hit_player.gml and got_hit.gml. |
last_player | The last player that hit you |
last_attack | The last attack that hit you |
last_hbox_num | The index of the last hitbox that hit you |
old_hsp | The hsp to apply when hitpause ends |
old_vsp | The vsp to apply when hitpause ends |
ground_type | Is 1 while on a solid block and 2 while on a platform. |
marked | Whether you’re marked by Maypul |
wrapped | Whether you’re wrapped or not |
wrapped_player | The player number of the character that wrapped you |
burned | Whether you’re on fire or not |
burnt_id | The player id of the character that burned you |
burned_color | The palette of Zetterburn to use when setting someone on fire. Should be from 0 to 5. |
burn_timer | How long you’ve been on fire for. Automatically extinguishes the fire once it’s above 150 |
bubbled | Whether you’re trapped in Ranno’s bubble or not |
bubbled_id | The Ranno whose bubble you’re in |
bubble_time | Time remaining in Ranno’s bubble |
poison | The number of poison stacks on you |
can_freeze_timer | The amount of frames left until frozen state ends. Only applicable if the player’s state is PS_FROZEN |
frozen_player | The player slot that froze you. |
plasma_pause | Whether you’re in Clairen’s plasma stun or not. |
plasma_id | the instance ID of the player that stunned you. |
plasma_player | The player slot that stunned you. |
stuck | Whether you’re stuck by Elliana’s mine |
stuck_id | The Elliana that stuck you |
clone | Whether you’re Forsburn’s clone or not |
clones_player_id | The owner of this clone |
draw_indicator | Set to false to hide the character’s overhead HUD |
hud_offset_dest | The vertical offset the indicator moves towards, relative to the player’s char_height. |
old_jump | Whether you started the current attack during a double jump with acceleration, like Absa’s double jump. Set this to false to prevent the attack from rising while jump is held |
outline_color[R, G, B] | Used to change the outline color of the character’s sprite. Should be used in conjunction with init_shader() Reference→ |
draw_x | The horizontal offset to draw the player at. This does not effect hurtboxes or hitboxes. |
draw_y | The vertical offset to draw the player at. This does not effect hurtboxes or hitboxes. |
Gameplay Attributes
These values determine the character’s gameplay properties. These should be set in init.gml, but can also be changed during gameplay. (“Rivals Values” are the range of values used by the default cast of Rivals of Aether).
Variable | Rivals Values | Description |
---|---|---|
hurtbox_spr | ▼ sprites | The sprite to use for hurtbox collisions in most states |
crouchbox_spr | ▼ sprites | The sprite to use for your crouching hurtbox |
air_hurtbox_spr | ▼ sprites | The sprite to use for your hurtbox while aerial -1 = use hurtbox_spr |
hitstun_hurtbox_spr | ▼ sprites | The sprite to use for your hurtbox while in hitstun -1 = use hurtbox_spr |
knockback_adj | .9 – 1.2 | The multiplier to knockback dealt to you: 1 = default value higher values = lighter character lower values = heavier character |
walk_speed | 3 – 4.5 | The maximum speed you can achieve while walking, in pixels per frame |
walk_accel | .2 – .5 | The speed gained per frame while walking |
walk_turn_time | 6 for all characters | The number of frames it takes to turn around |
initial_dash_time | 8 – 16 | The number of frames in your initial dash |
initial_dash_speed | 4 – 11 | The speed of your initial dash in pixels per frame |
dash_speed | 4.75 – 9 | The speed of your run in pixels per frame |
dash_turn_time | 8 – 20 | The number of frames it takes to turn while running |
dash_turn_accel | .1 – 2 | The acceleration applied when turning while running |
dash_stop_time | 4 – 6 | The number of frames it takes to stop while running |
dash_stop_percent | .25 – .5 | The value to multiply your hsp by when going into idle from dash or dashstop |
ground_friction | .3 – 1 | Natural deceleration while on the ground |
moonwalk_accel | 1.2 – 1.4 | The acceleration to apply while moonwalking |
max_djumps | 0 – 3 | The number of double jumps you can perform before touching the ground again |
jump_start_time | 5 for all characters | The number of frames of jumpsquat minus one |
jump_speed | 7.6 – 12 | The vsp applied when fullhopping |
short_hop_speed | 4 – 7.4 | The vsp applied when shorthopping |
djump_speed | 8 – 12 -1 for Absa |
The vsp applied when double jumping |
jump_change | 3 for all characters | The hsp applied if left or right is held when jumping. Will not slow you down if you’re already going faster. When reversing your momentum with a double jump, this is the maximum hsp you can have |
djump_accel | -1.4 | The amount of acceleration to apply during your double jump. Allows for Absa-style double jump cancels |
djump_accel_start_time | 4 | The first frame of your double jump that acceleration is applied |
djump_accel_end_time | 15 | The last frame of your double jump that acceleration is applied |
leave_ground_max | 4 – 8 | The maximum hsp you can have when you go from grounded to aerial without jumping |
air_max_speed | 3 – 7 | The maximum hsp you can accelerate to when in a normal aerial state |
max_jump_hsp | 4 – 8 | The maximum hsp you can have when jumping from the ground |
air_accel | .2 – .4 | The hsp acceleration applied when you hold left or right in a normal aerial state |
air_friction | .02 – .07 | Natural deceleration applied while in the air. Also applies while in hitstun |
double_jump_time | 24 – 40 | The number of frames to play the double jump animation. Most characters have a value of 32 so that the double jump animation transitions into the falling portion of the normal jump animation |
gravity_speed | .3 – .6 | The gravitational acceleration applied in non-hitstun aerial states |
hitstun_grav | .45 – .525 | The gravitational acceleration applied in hitstun |
max_fall | 8 – 11 | The maximum vsp you can accelerate to while falling normally |
fast_fall | 11 – 16 | The vsp applied when fastfalling |
land_time | 4 – 6 | The number of frames in your normal landing state |
prat_land_time | 3 – 24 | The number of frames in your prat land state |
prat_fall_accel | .4 – 1.5 | A multiplier to your normal horizontal aerial acceleration: 1 = normal 0 = no acceleration |
walljump_hsp | 4 – 7 | The horizontal speed to apply while walljumping, in pixels per frame |
walljump_vsp | 7 – 10 | The vertical speed to apply while walljumping, in pixels per frame |
walljump_time | 18 – 32 | The number of frames the walljump state takes. Normally 32, but some characters have shorter values |
roll_forward_max | 9 – 11 | The speed of your forward roll |
roll_backward_max | 9 – 11 | The speed of your backward roll |
wave_land_time | 6 – 12 usually 8 |
The number of frames your waveland state lasts |
wave_land_adj | 1.2 – 1.5 | The multiplier to your initial hsp when wavelanding. Usually greater than 1 |
wave_friction | 0 – .15 | Grounded deceleration when wavelanding |
techroll_speed | 8 – 11 | The speed during techroll’s movement |
air_dodge_speed | 7.5 – 8 | The speed during airdodge’s movement |
char_height | 36 – 74 | Used for centering things on the character, placing the overhead HUD, etc |
bubble_x | -8 – -8 | Used for visually positioning the character in Ranno’s bubble horizontally |
bubble_y | 0 – 10 | Used for visually positioning the character in Ranno’s bubble vertically |
Animation Attributes
These variables determine the way the character animates during certain states.
Variable | Description |
---|---|
wall_frames | The number of animation frames to play before you leave the wall |
dodge_startup_frames | Number of animation frames during parry’s startup. Usually just 1 |
dodge_active_frames | Number of animation frames during parry’s active frames |
dodge_recovery_frames | Number of animation frames during parry’s recovery frames |
tech_active_frames | The number of animation frames during tech in place’s invincibility |
tech_recovery_frames | The number of animation frames during tech in place’s recovery |
techroll_startup_frames | The number of animation frames during techroll’s startup |
techroll_active_frames | The number of animation frames during techroll’s movement |
techroll_recovery_frames | The number of animation frames during techroll’s recovery |
air_dodge_startup_frames | The number of animation frames during techroll’s startup |
air_dodge_active_frames | The number of animation frames during techroll’s movement |
air_dodge_recovery_frames | The number of animation frames during techroll’s recovery |
roll_forward_startup_frames | The number of animation frames during roll forward’s startup |
roll_forward_active_frames | The number of animation frames during roll forward’s movement |
roll_forward_recovery_frames | The number of animation frames during roll forward’s recovery |
roll_back_startup_frames | The number of animation frames during roll backward’s startup |
roll_back_active_frames | The number of animation frames during roll backward’s movement |
roll_back_recovery_frames | The number of animation frames during roll backward’s recovery |
idle_anim_speed | The speed of your idle animation in anim frames per gameplay frame |
walk_anim_speed | The speed of your walk animation in anim frames per gameplay frame |
dash_anim_speed | The speed of your dash animation in anim frames per gameplay frame |
crouch_anim_speed | The speed of your (held) crouch animation in anim frames per gameplay frame |
pratfall_anim_speed | The speed of your pratfall animation in anim frames per gameplay frame |
Sound Attributes
These variables determine which sounds to play during certain states.
Variable | Description |
---|---|
land_sound | The sound effect to play when landing |
waveland_sound | The sound effect to play when wavelanding |
jump_sound | The sound effect to play when jumping from the ground |
djump_sound | The sound effect to play when double jumping |
air_dodge_sound | The sound effect to play when airdodging |
landing_lag_sound | The sound effect to play when landing during an attack |
AI variables
Variables used by the AI.
Variable | Description |
---|---|
ai_target | The current target of the AI. |
ai_recovering | Is true while the AI is attempting to recover back onto the stage. |
temp_level | The difficulty level of the AI, from 1 to 9. |
ai_attack_timer | The amount of frames since the AI last attacked. |
ai_attack_time | The minimum amount of frames before the AI can try attacking again. |
ready_to_attack | Is true if the AI can perform an attack. |
ai_going_into_attack | Is true if the AI is attempting to attack. |
ai_going_left | Is true if the AI is moving left. |
ai_going_right | Is true if the AI is moving right. |