By Giik — February 28, 2020
Returns whether a specific rune is currently equipped on the player. For more info on how to add custom runes to your character, check the Custom Abyss Runes page.
Argument | Type | Description |
---|
letter | :string | The letter of the rune to check. |
Example, called from init.gml:
if has_rune("A") {
dash_speed = 8;
} else {
dash_speed = 4;
}
Categories: Functions, Programming, Workshop | Comments: 0
By Giik — February 18, 2020
Sets the character’s custom Hit Particle sprite for the specified slot. Note that this will only successfully run in init.gml.
Can be assigned to a custom sprite using
sprite_get( sprite ) Reference→
or set to one of the ▼ following indexes
PART_NORMAL
PART_ZET_FIRE
PART_ORC_LIGHT
PART_ORC_DARK
PART_WRA_WIND
PART_WRA_FEATHER
PART_KRA_ROCK
PART_FOR_SMOKE
PART_MAY_LEAF
PART_ABS_ZAP
PART_ETA_ICE
PART_ORI_ORANGE
PART_ORI_BLUE
PART_RAN_POISON
PART_CLA_RED
PART_CLA_BLUE
PART_SYL_FLOWER
PART_SYL_WOOD
PART_ELL_FIRE
PART_SHO_FIRE
PART_SHO_MUSIC
Argument | Type | Description |
---|
num | :real | The custom particle slot to change |
sprite_index | :real | The sprite index to assign to that slot |
Example, called from init.gml:
set_hit_particle_sprite( 1, sprite_get( "custom_sprite" ) );
Categories: Functions, Programming, Workshop | Comments: 0
By Giik — February 18, 2020
Spawns a visual effect at the specified position. Unlike hit fx, dust effects don’t pull from a list and instead just displays sprite indexes directly.
Argument | Type | Description |
---|
x | :real | The x position to spawn effect at |
y | :real | The y position to spawn effect at |
sprite_index | :real | The sprite index to use. |
length | :real | The amount of time it takes for the animation to play, in frames. |
Example, called from update.gml:
if (attack == AT_FSPECIAL && window == 4 && window_timer == 1) {
spawn_dust_fx( x, y, sprite_get("custom_sprite"), 26 );
}
Categories: Functions, Programming, Workshop | Comments: 0
By Giik — February 15, 2020
Returns the values of a custom stage’s specific background layer, using one of the ▼ following indexes:
BG_LAYER_ANIMSPD
BG_LAYER_X
BG_LAYER_Y
BG_LAYER_PARALLAX_X
BG_LAYER_PARALLAX_Y
BG_LAYER_REPEAT
BG_LAYER_AUTOSCROLL_X
BG_LAYER_AUTOSCROLL_Y
Note that this only works on custom stages. Using this on a default stage will always return 0.
Argument | Type | Description |
---|
layer | :real | The layer to check. Layers 1-6 are background, Layer 7 is ground level, and layers 8-9 are the foreground. |
data | :real | The data index to check. Can be one of the indexes listed above. |
Example, called from a stage’s article1_update.gml:
y += get_bg_data(1, BG_LAYER_AUTOSCROLL_Y);
Categories: Functions, Programming, Workshop | Comments: 0
By Giik — February 15, 2020
Sets the values of a custom stage’s specific background layer.
You can set the ▼ following indexes:
BG_LAYER_ANIMSPD
BG_LAYER_X
BG_LAYER_Y
BG_LAYER_PARALLAX_X
BG_LAYER_PARALLAX_Y
BG_LAYER_REPEAT
BG_LAYER_AUTOSCROLL_X
BG_LAYER_AUTOSCROLL_Y
Note that this only works on custom stages. Using this on a default stage will do nothing.
Argument | Type | Description |
---|
layer | :real | The layer to change.Layers 1-6 are background, Layer 7 is ground level, and layers 8-9 are the foreground. |
data | :real | The data index to set. Can be one of the indexes listed above. |
value | :real | The value the data will be set to. |
Example, called from a stage’s update.gml:
set_bg_data(1, BG_LAYER_AUTOSCROLL_Y, sin(get_gameplay_time()) * 10 );
Categories: Functions, Programming, Workshop | Comments: 0