HG_PARENT_HITBOX |
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If HG_PARENT_HITBOX is anything other than 0, then it will inherit all values from the hitbox with index: HG_PARENT_HITBOX for all properties except the ▼ following
HG_HITBOX_TYPE
HG_WINDOW
HG_WINDOW_CREATION_FRAME
HG_LIFETIME
HG_HITBOX_X
HG_HITBOX_Y
HG_HITBOX_GROUP
|
HG_HITBOX_TYPE |
type |
1 = Physical attack
2 = Projectile |
HG_WINDOW |
|
The attack window in which the hitbox is created |
HG_WINDOW_CREATION_FRAME |
|
The frame in which the hitbox is created, relative to the start of the attack window |
HG_LIFETIME |
length |
The duration of the hitbox, in frames |
HG_HITBOX_X |
x_pos |
The x position of the center of the hitbox, relative to the center of the player |
HG_HITBOX_Y |
y_pos |
The y position of the center of the hitbox, relative to the bottom of the player |
HG_WIDTH |
image_xscale*200 |
The width of the hitbox, in pixels |
HG_HEIGHT |
image_yscale*200 |
The height of the hitbox, in pixels |
HG_SHAPE |
sprite_index |
0 = Circle (hitbox_circle_spr)
1 = Rectangle (hitbox_square_spr)
2 = Rounded Rectangle (hitbox_rounded_rectangle) |
HG_PRIORITY |
hit_priority |
Ranges from 1 to 10, with a priority 10 hitbox taking priority over a priority 1 hitbox if both hit at the same time |
HG_DAMAGE |
damage |
The damage dealt by the hitbox |
HG_ANGLE |
kb_angle |
The angle at which the hitbox sends opponents. 0 is straight horizontally forward, 90 is upward, 270 is downward. A value of 361 will send at 45 for aerial opponents and 40 for grounded opponents. Can be overwritten or modified by HG_ANGLE_FLIPPER |
HG_BASE_KNOCKBACK |
kb_value |
The amount of knockback the move applies to an opponent regardless of their damage |
HG_KNOCKBACK_SCALING |
kb_scale |
The amount of knockback to add to HG_BASE_KNOCKBACK relative to the opponent’s damage |
HG_EFFECT |
effect |
1 = Burn
2 = Burn consume
3 = Burn stun (extra hitpause on burning opponents. Used to guarantee the final hit on Zetterburn’s empowered strong attack)
4 = Wrap
5 = Freeze
6 = Mark
8 = Auto Wrap
9 = Polite (only deals hitstun if already in hitstun)
10 = Poison
11 = Plasma Stun
12 = Crouch armors through it |
HG_BASE_HITPAUSE |
hitpause |
The amount of hitpause the move applies to an opponent regardless of their damage |
HG_HITPAUSE_SCALING |
hitpause_growth |
The amount of hitpause to add to HG_BASE_HITPAUSE relative to the opponent’s damage |
HG_VISUAL_EFFECT |
hit_effect |
The visual effect to create when the hitbox hits something |
HG_VISUAL_EFFECT_X_OFFSET |
hit_effect_x |
Normally, the visual effect is created between the center of the hitbox and the opponent’s position. The value here adds an offset to the center of the hitbox in that calculation |
HG_VISUAL_EFFECT_Y_OFFSET |
hit_effect_y |
Normally, the visual effect is created between the center of the hitbox and the opponent’s position. The value here adds an offset to the center of the hitbox in that calculation |
HG_HIT_PARTICLE_NUM |
fx_particles |
The hit particle slot to use. Should be between 1 and 6 for custom particles. 0 will use normal hit particles. |
HG_HIT_SFX |
sound_effect |
The index of the sound effect to play when the attack hits |
HG_ANGLE_FLIPPER |
hit_flipper |
0 = Sends at the exact knockback_angle every time
1 = Sends away from the center of the enemy player
2 = Sends toward the center of the enemy player
3 = Horizontal knockback sends away from the center of the hitbox
4 = Horizontal knockback sends toward the center of the hitbox
5 = Horizontal knockback is reversed
6 = Horizontal knockback sends away from the enemy player
7 = Horizontal knockback sends toward the enemy player
8 = Sends away from the center of the hitbox
9 = Sends toward the center of the hitbox |
HG_EXTRA_HITPAUSE |
extra_hitpause |
Extra hitpause to apply to the opponent only. Can be negative |
HG_GROUNDEDNESS |
groundedness |
0 = Can hit both aerial and grounded opponents
1 = Can only hit grounded opponents
2 = Can only hit aerial opponents |
HG_EXTRA_CAMERA_SHAKE |
camera_shake |
-1 = No camera shake
0 = Normal camera shake. Only applied if knockback speed is above 1
1 = Force camera shake, even if knockback speed is lower than 1 |
HG_IGNORES_PROJECTILES |
proj_break |
0 = Can break projectiles
1 = Cannot break projectiles |
HG_HIT_LOCKOUT |
no_other_hit |
The number of frames after this hitbox connects where another hitbox belonging to the same player cannot hit the opponent |
HG_EXTENDED_PARRY_STUN |
|
When this hitbox is parried, the amount of parry stun inflicted on the opponent will be relative to the distance between you |
HG_HITBOX_GROUP |
hbox_group |
Only one hitbox per group can hit an opponent until the attack ends. This can be overwritten by calling attack_end() to manually reset all hitbox group flags. Hitboxes in group -1 can always hit an opponent. Projectiles always belong to group -1 |
HG_HITSTUN_MULTIPLIER |
hitstun_factor |
The value by which hitstun is multiplied after being calculated normally. A value of 0 results in default hitstun (the same as a value of 1) |
HG_DRIFT_MULTIPLIER |
dumb_di_mult |
Causes the acceleration of the opponent’s drift DI to be multiplied by this value |
HG_SDI_MULTIPLIER |
sdi_mult-1 |
Causes the distance of the opponent’s SDI to be multiplied by this value. |
HG_TECHABLE |
can_tech |
0 = Can tech
1 = Cannot tech
2 = Goes through platforms (used by Etalus Uair)
3 = Cannot tech or bounce |
HG_FORCE_FLINCH |
force_flinch |
0 = Does not force flinch
1 = Forces grounded opponents to flinch
2 = Cannot cause opponents to flinch
3 = Causes crouching opponents to flinch |
HG_FINAL_BASE_KNOCKBACK |
bkb_final |
If this is greater than 0, the base knockback of the hitbox will progress linearly from HG_BASE_KNOCKBACK to HG_FINAL_BASE_KNOCKBACK over the span of the hitbox’s lifetime |
HG_THROWS_ROCK |
throws_rock |
0 = Breaks rock
1 = Throws rock
2 = Ignores rock |