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Visual Effects List

These are the built-in hit effects for Rivals. To use custom hit effects, use hit_fx_create().

0   - redirects to 301
1   - no visual effect
HFX_GEN_OMNI
301 - basic small (default)
HFX_GEN_SPIN
302 - basic small with spin effect in center
HFX_GEN_DIR
303 - basic small directional
HFX_GEN_BIG
304 - basic large
HFX_GEN_SWEET
305 - basic sweetspot

HFX_ZET_FIRE
3   - fire small
HFX_ZET_FIRE_DIR
4   - fire directional
HFX_ZET_FIRE_BIG
148 - fire large
HFX_ZET_SHINE_BG
200 - nspecial background
HFX_ZET_SHINE_FG
201 - nspecial foreground
HFX_ZET_SHINE_BIG_BG
202 - charged nspecial background
HFX_ZET_SHINE_BIG_FG
203 - charged nspecial foreground
HFX_ZET_METEOR_BREAK
99 - abyss rune meteor breaking
HFX_ZET_GROUNDFIRE_END
100 - dspecial fire dissipating

HFX_CLA_FSPEC_SPARK
121 - plasma fspecial X
HFX_CLA_FSPEC_DASH
122 - plasma fspecial dash effect
HFX_CLA_PLASMA_X
123 - plasma fspecial X hit
HFX_CLA_PLASMA_SLASH
124 - plasma hit small
HFX_CLA_TIP_X
125 - tipper hit small X
HFX_CLA_TIP_PLUS
126 - tipper hit small cross
HFX_CLA_TIP_BIG
127 - tipper hit large
HFX_CLA_PLASMA_PLUS
128 - plasma hit small cross
HFX_CLA_PLASMA_X_BIG
129 - plasma hit big X
HFX_CLA_PLUS_BIG
130 - plasma hit large cross
HFX_CLA_DSMASH_BREAK
256 - plasma orb break
HFX_CLA_FSMASH_BREAK
257 - plasma wave break
HFX_CLA_SHINE
255 - residual dspecial ring

HFX_WRA_WIND_SMALL
194 - wind small
HFX_WRA_WIND_BIG
196 - wind large
HFX_WRA_WIND_HUGE
156 - wind extra large
HFX_WRA_WING_SMALL
11  - feathers side small
HFX_WRA_WING_SMALL_UP
12  - feathers up small
HFX_WRA_WING_BIG
146 - feathers side large
HFX_WRA_WING_BIG_UP
147 - feathers up large

HFX_MAY_SEED_BREAK
15 - seed break 1
HFX_MAY_SEED_HIT
16  - seed break 2
HFX_MAY_LEAF_BIG
17  - leaf small
HFX_MAY_LEAF_SMALL
18  - leaf tiny
HFX_MAY_WHIP
198 - leaf large
HFX_MAY_LEAF_HUGE
159 - leaf extra large
HFX_MAY_LEAF_DASH
70  - leaf side hit

HFX_SYL_PETAL_BIG
131 - flower large
HFX_SYL_PETAL_SMALL
132 - flower small
HFX_SYL_PETAL_SWEET
133 - flower sweetspot
HFX_SYL_WOOD_BIG
134 - wood large
HFX_SYL_WOOD_SMALL
135 - wood small
HFX_SYL_WOOD_HUGE
162 - wood extra large

HFX_MAY_RAG_WHIP
204 - fire whip large
HFX_MAY_RAG_SEED_BREAK
136 - metal break
HFX_MAY_RAG_SEED_HIT
137 - molten metal break

HFX_ABS_SWEET
19  - sweetspot small
HFX_ABS_ZAP_SMALL
20  - lightning small
HFX_ABS_ZAP_BIG
21  - lightning medium
HFX_ABS_ZAP_DIR
22  - lightning directional
HFX_ABS_SWEET_BIG
197 - lightning large
HFX_ABS_ZAP_HUGE
157 - lightning extra large

HFX_KRA_ROCK_BIG
192 - rock large
HFX_KRA_ROCK_SMALL
193 - rock small
HFX_KRA_ROCK_HUGE
155 - rock extra large

HFX_MOL_POP
259 - old unstable flash
HFX_MOL_BOOM_NORM
260 - default bomb explosion
HFX_MOL_BOOM_FLASH
262 - flashbang explosion
HFX_MOL_BOOM_FINISH
263 - finisher explosion
HFX_MOL_BOOM_CRACK_UP
266 - firecracker upwards explosion
HFX_MOL_BOOM_CRACK
261 - firecracker explosion
HFX_MOL_BOOM_FLARE
264 - flaregun detonate
HFX_MOL_BOOM_SPARKLE
265 - sparkler trail
HFX_MOL_BAT_TOSS
267 - bat debris toss
HFX_MOL_SMOKE_BOMB
268 - dstrong smoke bomb
HFX_MOL_PAINT_HIT
269 - spraypaint hit
HFX_MOL_EXPLODE_HIT
270 - explosion hit
HFX_MOL_BOOM_FINISH_FRONT
271 - finisher explosion (overlay only)

HFX_OLY_SPARKLE
310 - sparkle small
HFX_OLY_SHINE_SMALL
311 - light small
HFX_OLY_GEM_SHINE
312 - nspecial gem break
HFX_OLY_CRYSTALIZE_START
313 - crystalized status
HFX_OLY_CRYSTALIZE_END
314 - crystalized status shatter
HFX_OLY_CRYSTAL_SMALL
315 - small crystal
HFX_OLY_CRYSTAL_BIG
316 - large crystal

HFX_FOR_HIT_BIG
13  - smoke large
HFX_FOR_HIT_SMALL
14  - smoke small

HFX_ORC_WATER_DARK
5 - dark water small
HFX_ORC_WATER_LIGHT
6   - light water small
HFX_ORC_WATER
7   - light + dark water small
HFX_ORC_WATER_SIDE_DARK
8   - dark water directional
HFX_ORC_WATER_SIDE_LIGHT
9   - light water directional
HFX_ORC_WATER_SIDE
10  - light + dark water directional
HFX_ORC_WATER_DOWN_LIGHT
101 - light water down
HFX_ORC_WATER_BIG_DARK
149 - dark water medium
HFX_ORC_WATER_BIG_LIGHT
150 - light water medium
HFX_ORC_WATER_BIG
195 - water large
HFX_ORC_WATER_HUGE
161 - water extra large

HFX_ETA_ICE_BIG
199 - ice large
HFX_ETA_ICE_HUGE
158 - ice extra large
HFX_ETA_SHARD_LONG
25  - ice shard long
HFX_ETA_SHARD_MED
26  - ice shard medium
HFX_ETA_ICE_SMALL
27  - icy flash small
HFX_ETA_ICEPOP_BIG
28  - old ice large
HFX_ETA_ICEPOP_SMALL
29  - old ice small
HFX_ETA_TILE_MELT
103 - ice tile melting
HFX_ETA_FSPEC_BREAK
102 - icicle breaking

HFX_ORI_AURA
105 - ori strong aura
HFX_ORI_SEIN_AURA
106 - sein strong aura
HFX_ORI_SEIN_SHOT
107 - spirit flame arc
HFX_ORI_SEIN_HIT
108 - spirit flame hit
HFX_ORI_ORANGE_SMALL
109 - ori hit small
HFX_ORI_ORANGE_BIG
110 - ori hit large
HFX_ORI_BLUE_SMALL
111 - sein hit small
HFX_ORI_BLUE_BIG
112 - sein hit large
HFX_ORI_BASH_START
113 - ori sweetspot
HFX_ORI_BASH_ARROW
104 - spirit flame arc
HFX_ORI_CHARGE
114 - ori charging
HFX_ORI_FSPEC_BOOM
115 - light grenade explosion

HFX_RAN_POISON_SMALL
116 - poison small
HFX_RAN_POISON_MED
117 - poison large
HFX_RAN_POISON_SWEET
118 - poison sweetspot
HFX_RAN_POISON_BIG
119 - poison large 2
HFX_RAN_POISON_HUGE
160 - poison large 3
HFX_RAN_DSMASH_SWEET
120 - poison extra large

HFX_ELL_NSPEC_FIRE
138 - steam directional
HFX_ELL_FSPEC_BREAK
139 - missile explode small
HFX_ELL_NSPEC_BREAK
140 - rocket fist burst
HFX_ELL_FSPEC_HIT
141 - missile explode medium
HFX_ELL_BOOM_HIT
142 - mine hit
HFX_ELL_BOOM_BIG
143 - explosion large
HFX_ELL_STEAM_HIT
144 - steam small
HFX_ELL_BOOM_RED
145 - mine combo explosion
HFX_ELL_FSPEC_BIG_HIT
163 - charged missile explosion + smoke
HFX_ELL_FSPEC_BIG_MISS
164 - charged missile explosion

HFX_SHO_SWEET
306 - shovel effect
HFX_SHO_SAW_BREAK
151 - buzzsaw destroy
HFX_SHO_GHOST_BREAK
152 - ghost glove disappear
HFX_SHO_GEAR_BREAK
153 - mobile gear destroy
HFX_SHO_BLOCK_BREAK
154 - dirt block destroy
HFX_SHO_COIN_CAPTURE
250 - coin capture
HFX_SHO_FLARE_ROD
251 - flareo rod hit
HFX_SHO_FLAME_SMALL
252 - SK Dstrong hit small
HFX_SHO_FLAME_BIG
253 - SK Dstrong hit large
HFX_SHO_HORN_HIT
254 - War Horn hit
HFX_SHO_BOOM_BAIT
249 - Bait bomb explosion

HFX_ABY_EXPLODE_WARN
66  - portal small
HFX_ABY_PROJ_HIT
67  - abyss small
HFX_ABY_FLOOR_HIT
68 - abyss floor hazard

HFX_HOD_SPLASH
280 - splash hit
HFX_HOD_WHIRL_POP
281 - sweatwhirl break
HFX_HOD_STEAM_BIG
282 - steam hit large
HFX_HOD_STEAM_HUGE
294 - steam hit extra large
HFX_HOD_USPEC_UNCHARGE
283 - uncharged uspecial launch
HFX_HOD_USPEC_CHARGE
284 - charged uspecial launch
HFX_HOD_DSMASH_POP
285 - dstrong parried water explosion
HFX_HOD_FAIR_END_BG
288 - charged fair spirit background
HFX_HOD_FAIR_END
289 - charged fair spirit foreground
HFX_HOD_NSPEC_END
290 - nspecial waterspout spin
HFX_HOD_MUD_WAVE
287 - mud wave loop
HFX_HOD_MUD_SLAM
291 - mud slam
HFX_HOD_MUD_HIT
292 - mud hit
HFX_HOD_MUD_BREAK
293 - mud bury breakout

HFX_POM_NOTE_FALLOFF
323 - losing nspecial notes
HFX_POM_BIG
322 - old sparkly hit
HFX_POM_MUSIC
321 - musical hit
HFX_POM_YELL
320 - loud hit large
HFX_POM_YELL_BIG
319 - loud hit extra large

Sounds

All custom sounds should be in .ogg format and placed inside the /sounds folder.
You can directly reference any sound by calling sound_get( name:string ). Then you can either play it from any script:

sound_play( sound_get( "name" ) );

or assign it to the attack grid:

set_window_value( AT_JAB, 1, AG_WINDOW_SFX, sound_get( "name" ));

You can also use any custom sound as character’s victory theme:

set_victory_theme( sound_get( "name" ) );

SFX List

mfx_back
mfx_change_color
mfx_chat_received
mfx_coin
mfx_coin_portal
mfx_confirm
mfx_flashy_shing
mfx_forward
mfx_hover
mfx_hp
mfx_hp_spawn
mfx_input_back
mfx_input_end
mfx_input_key
mfx_levelup
mfx_logo_shing
mfx_map_open
mfx_map_zoom
mfx_mm_coin
mfx_mm_coin_all
mfx_mm_coin_win
mfx_move_cursor
mfx_notice
mfx_option
mfx_orby_talk
mfx_orby_talk_done
mfx_place_marker
mfx_player_found
mfx_player_ready
mfx_result_expand
mfx_return_cursor
mfx_ring_bell
mfx_ring_bell2
mfx_star
mfx_timertick
mfx_timertick2
mfx_timertick_holy
mfx_timertick_holy2
mfx_title_loop
mfx_title_start
mfx_title_zoom
mfx_title_zoom_fast
mfx_tut_fail
mfx_unstar
mfx_wave_complete
mfx_xp
playerdefeated_sfx
plop_sfx
pullbomb_sfx
punch_sfx
select_sfx
sfx_321
sfx_absa_8b
sfx_absa_boltcloud
sfx_absa_champ_loop
sfx_absa_cloud_crackle
sfx_absa_cloud_place
sfx_absa_cloud_placepop
sfx_absa_cloud_pop
sfx_absa_cloud_send
sfx_absa_concentrate
sfx_absa_current_pop
sfx_absa_dashdown
sfx_absa_dashup
sfx_absa_dattack
sfx_absa_gp
sfx_absa_harderhit
sfx_absa_jab1
sfx_absa_jab2
sfx_absa_jabloop
sfx_absa_jump
sfx_absa_kickhit
sfx_absa_new_whip1
sfx_absa_new_whip2
sfx_absa_orb_hit
sfx_absa_orb_miss
sfx_absa_orb_missrelease
sfx_absa_singlezap1
sfx_absa_singlezap2
sfx_absa_taunt
sfx_absa_uair
sfx_absa_whip
sfx_absa_whip2
sfx_absa_whip3
sfx_absa_whip_charge
sfx_abyss_bomb_spawn
sfx_abyss_capture_end
sfx_abyss_capturing
sfx_abyss_despawn
sfx_abyss_explosion
sfx_abyss_explosion_big
sfx_abyss_explosion_start
sfx_abyss_hazard_burst
sfx_abyss_hazard_hit
sfx_abyss_hazard_start
sfx_abyss_hex_curse
sfx_abyss_hex_hit
sfx_abyss_portal_intro
sfx_abyss_portal_spawn
sfx_abyss_rumble
sfx_abyss_seed_explode
sfx_abyss_seed_fall
sfx_abyss_seed_land
sfx_abyss_spawn
sfx_bigplant_clamp
sfx_bigplant_eat
sfx_bigplant_lunge
sfx_birdclap
sfx_birdflap
sfx_bird_downspecial
sfx_bird_downspecial_end
sfx_bird_nspecial
sfx_bird_nspecial2
sfx_bird_screech
sfx_bird_sidespecial
sfx_bird_sidespecial_start
sfx_bird_upspecial
sfx_bite
sfx_blink_dash
sfx_blow_heavy1
sfx_blow_heavy2
sfx_blow_medium1
sfx_blow_medium2
sfx_blow_medium3
sfx_blow_weak1
sfx_blow_weak2
sfx_boss_explosion
sfx_boss_final_cannon
sfx_boss_final_charge
sfx_boss_fireball
sfx_boss_fireball_big
sfx_boss_fireball_land
sfx_boss_laser
sfx_boss_laser_hit
sfx_boss_shine
sfx_boss_vortex
sfx_boss_vortex_end
sfx_boss_vortex_start
sfx_bubblemouth
sfx_bubblepop
sfx_bubblespray
sfx_bubblespray_breathless
sfx_burnapplied
sfx_burnconsume
sfx_burnend
sfx_buzzsaw_hit
sfx_buzzsaw_throw
sfx_charge_blade_ready
sfx_charge_blade_swing
sfx_chester_appear
sfx_chester_jump
sfx_chest_open
sfx_chest_rummage
sfx_clairen_dspecial_counter_active
sfx_clairen_dspecial_counter_success
sfx_clairen_fspecial_dash
sfx_clairen_fspecial_slash
sfx_clairen_hair
sfx_clairen_hit_med
sfx_clairen_hit_strong
sfx_clairen_hit_weak
sfx_clairen_nspecial_grab_miss
sfx_clairen_nspecial_grab_success
sfx_clairen_poke_med
sfx_clairen_poke_strong
sfx_clairen_poke_weak
sfx_clairen_spin
sfx_clairen_swing_med
sfx_clairen_swing_mega_delayed
sfx_clairen_swing_mega_instant
sfx_clairen_swing_strong
sfx_clairen_swing_weak
sfx_clairen_sword_activate
sfx_clairen_sword_deactivate
sfx_clairen_tip_assist
sfx_clairen_tip_loop
sfx_clairen_tip_med
sfx_clairen_tip_strong
sfx_clairen_tip_weak
sfx_clairen_uspecial_rise
sfx_clairen_uspecial_swing
sfx_coin_capture
sfx_coin_collect
sfx_crunch
sfx_crunch_water
sfx_dash_start
sfx_death1
sfx_death2
sfx_diamond_collect
sfx_diamond_small_collect
sfx_dizzy
sfx_dust_knuckle
sfx_ell_arc_small_missile_ground
sfx_ell_arc_taunt_collect
sfx_ell_arc_taunt_collide
sfx_ell_arc_taunt_end
sfx_ell_arc_taunt_start
sfx_ell_big_missile_fire
sfx_ell_big_missile_ground
sfx_ell_cooldown
sfx_ell_drill_loop
sfx_ell_drill_stab
sfx_ell_dspecial_drop
sfx_ell_dspecial_explosion_1
sfx_ell_dspecial_explosion_2
sfx_ell_dspecial_explosion_3
sfx_ell_dspecial_hit
sfx_ell_dspecial_stick
sfx_ell_dtilt1
sfx_ell_dtilt2
sfx_ell_eject
sfx_ell_explosion_medium
sfx_ell_fist_explode
sfx_ell_fist_fire
sfx_ell_fspecial_charge
sfx_ell_hover
sfx_ell_missile_loop
sfx_ell_nair
sfx_ell_overheat
sfx_ell_propeller_loop_heavy
sfx_ell_propeller_loop_light
sfx_ell_propeller_loop_med
sfx_ell_small_missile_fire
sfx_ell_small_missile_ground
sfx_ell_steam_hit
sfx_ell_steam_release
sfx_ell_strong_attack_explosion
sfx_ell_uspecial_explode
sfx_ell_uspecial_rebuild
sfx_ell_utilt_cannon
sfx_ell_utilt_fire
sfx_ell_utilt_hit
sfx_ell_utilt_loop
sfx_ell_utilt_retract
sfx_fishing_rod_cast
sfx_fishing_rod_catch
sfx_fishing_rod_land
sfx_fishing_rod_reel
sfx_fish_collect
sfx_flareo_rod
sfx_flare_razer
sfx_forsburn_breath
sfx_forsburn_cape_hit
sfx_forsburn_cape_multihit
sfx_forsburn_cape_swipe
sfx_forsburn_combust
sfx_forsburn_consume
sfx_forsburn_consume_fail
sfx_forsburn_consume_full
sfx_forsburn_disappear
sfx_forsburn_reappear
sfx_forsburn_reappear_hit
sfx_forsburn_spew2
sfx_forsburn_spew_end
sfx_forsburn_spew_smoke
sfx_forsburn_split
sfx_frog_croak
sfx_frog_dspecial_cast
sfx_frog_dspecial_hit
sfx_frog_dspecial_hit_ground
sfx_frog_dspecial_spit
sfx_frog_dspecial_swallow
sfx_frog_dstrong
sfx_frog_fspecial_cancel
sfx_frog_fspecial_charge_full
sfx_frog_fspecial_charge_gained_1
sfx_frog_fspecial_charge_gained_2
sfx_frog_fspecial_charge_loop
sfx_frog_fspecial_fire
sfx_frog_fspecial_start
sfx_frog_fstrong
sfx_frog_gong_hit
sfx_frog_jab
sfx_frog_nspecial_cast
sfx_frog_nspecial_shove
sfx_frog_uspecial_cast
sfx_frog_uspecial_divekick
sfx_frog_uspecial_spin
sfx_frog_ustrong
sfx_gem_collect
sfx_ghost_glove
sfx_go
sfx_grass_creature
sfx_gus_dirt
sfx_gus_jump
sfx_gus_land
sfx_gus_propeller_dagger_wall
sfx_holy_die
sfx_holy_grass
sfx_holy_lightning
sfx_holy_tablet
sfx_holy_tablet_appear
sfx_holy_tablet_spawning
sfx_holy_textbox
sfx_icehit_heavy1
sfx_icehit_heavy2
sfx_icehit_medium1
sfx_icehit_medium2
sfx_icehit_weak1
sfx_icehit_weak2
sfx_ice_back_air
sfx_ice_burst_up
sfx_ice_chain
sfx_ice_dspecial_form
sfx_ice_dspecial_ground
sfx_ice_end
sfx_ice_fspecial_hit_ground
sfx_ice_fspecial_roar
sfx_ice_ftilt
sfx_ice_hammerstart
sfx_ice_nspecial_armor
sfx_ice_nspecial_hit_ground
sfx_ice_on_player
sfx_ice_shatter
sfx_ice_shatter_big
sfx_ice_shieldup
sfx_ice_sleep
sfx_ice_uspecial_jump
sfx_ice_uspecial_start
sfx_ice_wake
sfx_infinidagger
sfx_jumpair
sfx_jumpground
sfx_kragg_rock_land
sfx_kragg_rock_pillar
sfx_kragg_rock_pull
sfx_kragg_rock_shatter
sfx_kragg_roll_end
sfx_kragg_roll_land
sfx_kragg_roll_loop
sfx_kragg_roll_start
sfx_kragg_roll_turn
sfx_kragg_spike
sfx_kragg_throw
sfx_land
sfx_land_heavy
sfx_land_light
sfx_land_med
sfx_land_med2
sfx_leafy_hit1
sfx_leafy_hit2
sfx_leafy_hit3
sfx_leaves
sfx_may_arc_coineat
sfx_may_arc_cointoss
sfx_may_arc_five
sfx_may_arc_hit
sfx_may_arc_plant
sfx_may_arc_talk
sfx_may_arc_talkstart
sfx_may_root
sfx_may_whip1
sfx_may_whip2
sfx_may_wrap1
sfx_may_wrap2
sfx_metal_hit_strong
sfx_metal_hit_weak
sfx_mobile_gear_deploy
sfx_mobile_gear_jump
sfx_mobile_gear_move
sfx_mobile_gear_wall
sfx_obstacle_hit
sfx_old_orca_bite
sfx_orcane_dsmash
sfx_orcane_fspecial
sfx_orcane_fspecial_pud
sfx_orca_absorb
sfx_orca_bite
sfx_orca_crunch
sfx_orca_roll
sfx_orca_roll_snow
sfx_orca_shake
sfx_orca_shake_water
sfx_orca_snow_evaporate
sfx_orca_snow_mouth
sfx_orca_soak
sfx_ori_bash_hit
sfx_ori_bash_launch
sfx_ori_bash_projectile
sfx_ori_bash_use
sfx_ori_charged_flame_charge
sfx_ori_charged_flame_charge2
sfx_ori_charged_flame_hit
sfx_ori_charged_flame_release
sfx_ori_dash_attack_perform
sfx_ori_dsmash_seinhits
sfx_ori_dsmash_skitter_alone
sfx_ori_dsmash_skitter_sein
sfx_ori_dspecial_bash_miss
sfx_ori_dtilt_perform
sfx_ori_energyhit_heavy
sfx_ori_energyhit_medium
sfx_ori_energyhit_weak
sfx_ori_energy_hit
sfx_ori_glide_end
sfx_ori_glide_featherout
sfx_ori_glide_hit
sfx_ori_glide_start
sfx_ori_grenade_aim
sfx_ori_grenade_hit
sfx_ori_grenade_hit_ground
sfx_ori_grenade_launch
sfx_ori_seinhit_heavy
sfx_ori_seinhit_medium
sfx_ori_seinhit_weak
sfx_ori_sein_fstrong
sfx_ori_sein_fstrong_hit
sfx_ori_sein_fstrong_hit_final
sfx_ori_sein_strong_start
sfx_ori_spirit_flame_1
sfx_ori_spirit_flame_2
sfx_ori_spirit_flame_hit_1
sfx_ori_spirit_flame_hit_2
sfx_ori_stomp_hit
sfx_ori_stomp_hitplayer
sfx_ori_stomp_spin
sfx_ori_superjump_sein
sfx_ori_taunt
sfx_ori_taunt2
sfx_ori_uptilt
sfx_ori_uptilt_single
sfx_ori_ustrong_charge
sfx_ori_ustrong_launch
sfx_owl0
sfx_owl1
sfx_owl2
sfx_owl3
sfx_owl4
sfx_parry_success
sfx_parry_use
sfx_phase_locket
sfx_pillar_crumble
sfx_plant_eat
sfx_plant_fat
sfx_plant_ready
sfx_plant_shoot
sfx_plant_stepped
sfx_plasma_field_loop
sfx_playerdefeated
sfx_poison_hit_med
sfx_poison_hit_strong
sfx_poison_hit_weak
sfx_propeller_dagger_draw
sfx_propeller_dagger_loop
sfx_propeller_dagger_release
sfx_quick_dodge
sfx_rag_axe_hitsground
sfx_rag_axe_swing
sfx_rag_mark
sfx_rag_plant_eat
sfx_rag_plant_ready
sfx_rag_plant_shoot
sfx_rag_root
sfx_rag_whip
sfx_ring_crowd
sfx_roll
sfx_sand_screech
sfx_sand_yell
sfx_shop_buy
sfx_shop_close
sfx_shop_invalid
sfx_shop_move
sfx_shop_open
sfx_shovel_brandish
sfx_shovel_dig
sfx_shovel_hit_heavy1
sfx_shovel_hit_heavy2
sfx_shovel_hit_light1
sfx_shovel_hit_light2
sfx_shovel_hit_med1
sfx_shovel_hit_med2
sfx_shovel_knight_die
sfx_shovel_knight_fanfare
sfx_shovel_swing_heavy1
sfx_shovel_swing_heavy2
sfx_shovel_swing_light1
sfx_shovel_swing_light2
sfx_shovel_swing_med1
sfx_shovel_swing_med2
sfx_spin
sfx_spin_longer
sfx_springgo
sfx_springswitch
sfx_stage_pillar
sfx_swipe_heavy1
sfx_swipe_heavy2
sfx_swipe_medium1
sfx_swipe_medium2
sfx_swipe_weak1
sfx_swipe_weak2
sfx_swish_heavy
sfx_swish_heavy2
sfx_swish_medium
sfx_swish_weak
sfx_syl_dspecial_growth
sfx_syl_dspecial_howl
sfx_syl_dspecial_howlgrowth
sfx_syl_dspecial_plantaway
sfx_syl_dstrong
sfx_syl_fspecial_bite
sfx_syl_fstrong
sfx_syl_fstrong_final
sfx_syl_nspecial
sfx_syl_nspecial_flowerhit
sfx_syl_nspecial_plantgrowth
sfx_syl_promo1
sfx_syl_uspecial_travel_loop
sfx_syl_uspecial_travel_start
sfx_syl_ustrong
sfx_syl_ustrong_part1
sfx_syl_ustrong_part2
sfx_syl_ustrong_part3
sfx_tow_anchor_land
sfx_tow_anchor_start
sfx_troupple_fin_flap
sfx_troupple_fish_splash_in
sfx_troupple_fish_splash_out
sfx_troupple_rumble
sfx_troupple_splash_big
sfx_troupple_swipe
sfx_upbcharge
sfx_upbmove
sfx_war_horn
sfx_watergun_fire
sfx_watergun_splash
sfx_waterhit_heavy
sfx_waterhit_heavy2
sfx_waterhit_medium
sfx_waterhit_weak
sfx_waterwarp
sfx_waterwarp_start
sfx_waveland_abs
sfx_waveland_cla
sfx_waveland_ell
sfx_waveland_eta
sfx_waveland_fors
sfx_waveland_gus
sfx_waveland_kra
sfx_waveland_may
sfx_waveland_orc
sfx_waveland_ori
sfx_waveland_ran
sfx_waveland_syl
sfx_waveland_wra
sfx_waveland_zet
sfx_zap
sfx_zetter_downb
sfx_zetter_fireball_fire
sfx_zetter_shine
sfx_zetter_shine_charged
sfx_zetter_shine_taunt
sfx_zetter_upb_hit

Input Names

Use these names when checking a character’s input variables. For example, special_pressed will check if the special button was pressed within the last 6 frames while down_down will check if the joystick is currently held downward.

Note: There is no strong_pressed. Use [direction]_strong_pressed instead.

attack
special
jump
shield
strong
taunt
up
down
left
right
[direction]_strong
[direction]_stick

Colors.gml

This file is used to initialize your character’s alternate color palettes. Custom characters have 6 color slots by default, but they can have up to 16 by the use of set_num_palettes.

To make an alternate color palette, you must reference the default color palette of your character. To make this easier, you can create a table with every color used by the character, organized in rows of colors that will get recolored together.

Each row is a separate “shade” that will be recolored together (with a max of 8 rows). When setting up colors.gml, you need to define the “main color” for each row.

 

You want to choose the color closest to the average of each shade, while also avoiding extremely light or extremely dark colors.

 

Using set_color_profile_slot( color_slot, shade_slot, R, G, B ) initialize color slot 0 with the RGB values of each main color:

// DEFAULT COLOR (R, G, B)
set_color_profile_slot( 0, 0, 51, 102, 52 ); // Dark greens
set_color_profile_slot( 0, 1, 178, 205, 152 ); // Light greens
set_color_profile_slot( 0, 2, 136, 104, 93 ); // Browns

Now you will need to define the “range” for each shade so the shader knows what colors are related to the main colors. Any color whose HSV values are all within the defined range relative to the main color will be considered “related colors”. For example, the HSV values of the top row of the example colors are:

(140°, 40%, 58%) (121°, 50%, 40%) (122°, 50%, 25%)

Relative to the main color, the largest hue difference is 19 (140 – 121), so we want to set the hue range to 20 (always add 1 to account for rounding). Then the saturation range should be 11 (50 – 40 + 1) and the value range should be 19 (58 – 40 + 1). So you would have this line in colors.gml:

set_color_profile_slot_range( 0, 20, 11, 19 );

Note: hue is a looping value, so the difference between a hue of 350° and a hue of 10° is only 20°, not 340°.

Repeat this process for each row and you’ll be ready to start creating alternate color palettes by calling set_color_profile_slot for slots 1 through 5 like this:

// Blue Color
set_color_profile_slot( 1, 0, 65, 111, 153 );
set_color_profile_slot( 1, 1, 169, 196, 222 );
set_color_profile_slot( 1, 2, 171, 182, 185 );
 
// Red Color
set_color_profile_slot( 2, 0, 146, 44, 44 );
set_color_profile_slot( 2, 1, 216, 175, 175 );
set_color_profile_slot( 2, 2, 94, 82, 79 );
 
// etc.