Attack Data
These values affect every window of the attack. Used by
get_attack_value( attack, index ) Reference→
set_attack_value( attack, index, value ) Reference→
reset_attack_value( attack, index ) Reference→
Index | Description |
---|---|
AG_CATEGORY | 0 = Grounded only 1 = Aerial only 2 = Can be grounded or aerial |
AG_SPRITE | The sprite to use for the attack |
AG_AIR_SPRITE | The sprite to use for the attack while aerial. Only applies if AG_CATEGORY is 2 |
AG_HURTBOX_SPRITE | The sprite to use for the attack’s hurtbox |
AG_HURTBOX_AIR_SPRITE | The sprite to use for the attack’s hurtbox while aerial. Only applies if AG_CATEGORY is 2 |
AG_NUM_WINDOWS | Windows with indexes higher than this value will not naturally transition into later windows |
AG_HAS_LANDING_LAG | Only applies if AG_CATEGORY is 1 0 = Continues the attack when landing 1 = Applies landing lag normally |
AG_OFF_LEDGE | 0 = Stops at ledge 1 = Goes off ledge |
AG_LANDING_LAG | The number of landing lag frames applied when landing. If you whiff the attack, this value is multiplied by 1.5. Only applies if AG_HAS_LANDING_LAG is 1 |
AG_STRONG_CHARGE_WINDOW | If attack is held at the end of this window, the character will freeze and charge the attack before moving to the next window |
AG_USES_CUSTOM_GRAVITY | 0 = Attack uses default gravity 1 = Attack uses custom gravity. Values must be set for every window of the attack individually |
Window Data
These values only affect a single window of the attack. Used by
get_window_value( attack, window, index ) Reference→
set_window_value( attack, window, index, value ) Reference→
reset_window_value( attack, window, index ) Reference→
Index | Description |
---|---|
AG_WINDOW_TYPE | 0 = Normal 7 = Goes into pratfall 8 = Goes to the next window if it’s on the ground, otherwise normal 9 = Looping window 10 = Goes to the next window if it’s on the ground, otherwise loops |
AG_WINDOW_LENGTH | The duration of the window, in frames |
AG_WINDOW_ANIM_FRAMES | The number of animation frames to display over the duration of the window |
AG_WINDOW_ANIM_FRAME_START | The animation frame on which the window starts |
AG_WINDOW_HSPEED | The horizontal speed to apply during the window in pixels per frame. The type of speed boost depends on AG_WINDOW_HSPEED_TYPE |
AG_WINDOW_VSPEED | The vertical speed to apply during the window in pixels per frame. The type of speed boost depends on AG_WINDOW_VSPEED_TYPE |
AG_WINDOW_HSPEED_TYPE | 0 = AG_WINDOW_HSPEED is applied on top of your current momentum as a boost 1 = Horizontal speed is set to AG_WINDOW_HSPEED on every frame of the window 2 = Horizontal speed is set to AG_WINDOW_HSPEED on the first frame of the window |
AG_WINDOW_VSPEED_TYPE | 0 = AG_WINDOW_VSPEED is applied on top of your current momentum as a boost 1 = Vertical speed is set to AG_WINDOW_VSPEED on every frame of the window 2 = Vertical speed is set to AG_WINDOW_VSPEED on the first frame of the window |
AG_WINDOW_HAS_CUSTOM_FRICTION | 0 = Uses default friction 1 = Uses custom friction |
AG_WINDOW_CUSTOM_AIR_FRICTION | The horizontal friction to apply per frame while aerial. Only applies if AG_WINDOW_HAS_CUSTOM_FRICTION is 1 |
AG_WINDOW_CUSTOM_GROUND_FRICTION | The horizontal friction to apply per frame while grounded. Only applies if AG_WINDOW_HAS_CUSTOM_FRICTION is 1 |
AG_WINDOW_CUSTOM_GRAVITY | The gravitational acceleration to apply every frame of the window. Only applies if AG_USES_CUSTOM_GRAVITY is 1 |
AG_WINDOW_HAS_WHIFFLAG | 0 = Window is always the same length 1 = Window is 1.5x longer if you haven’t hit someone |
AG_WINDOW_INVINCIBILITY | 0 = No invincibility 1 = Invincible to all attacks 2 = Invincible to projectiles |
AG_WINDOW_HITPAUSE_FRAME | The animation frame to show during hitpause 0 = no specific frame |
AG_WINDOW_CANCEL_TYPE | 0 = Window does not cancel 1 = Cancels into the next window if attack is pressed (when on a jab, this allows it to be tilt-cancelled) 2 = Cancels into the next window if special is pressed Cancels do not work if AG_WINDOW_TYPE is 8 |
AG_WINDOW_CANCEL_FRAME | If AG_WINDOW_CANCEL_TYPE is greater than 0, the attack will become cancellable on this frame |
AG_WINDOW_HAS_SFX | 0 = Does not have a sound effect 1 = Has a sound effect |
AG_WINDOW_SFX | The index of the sound effect. Only applies if AG_WINDOW_HAS_SFX is 1 |
AG_WINDOW_SFX_FRAME | The frame in the window that the sound effect is played. Only applies if AG_WINDOW_HAS_SFX is 1 |