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is_special_pressed

Returns whether the special button is pressed while also taking the right stick into account if it’s set to Special.

ArgumentTypeDescription
dir:realThe direction to check.

Indexes Reference

Example, called from attack_update.gml:

//This code triggers another attack if the player inputs a DSPECIAL during a certain portion of USPECIAL.
if ( attack == AT_USPECIAL && window == 4 && is_special_pressed( DIR_DOWN ) ) {
set_attack( AT_USPECIAL_2 );
}

get_marker_y

Returns the Y position of a specified stage marker. Will return -1 if the marker is not found.

ArgumentTypeDescription
index:realThe index of the stage marker to find.

Example, called from a stage’s article1_update.gml:

//This code will destroy the article as soon as it goes below the specified marker.
if ( y >= get_marker_y( 6 ) ) {
instance_destroy();
}

get_marker_x

Returns the X position of a specified stage marker. Will return -1 if the marker is not found.

ArgumentTypeDescription
index:realThe index of the marker to find.

Example, called from a stage’s article1_update.gml:

//This will destroy the article as soon as it goes to the left of a specific marker.
if ( x <= get_marker_x( 6 ) ) {
instance_destroy();
}

get_match_setting

Returns a setting of the current match. This includes rule overrides by custom stages. If the rule override for time is set to 0 (disabling the timer), then SET_TIMER will still return the normal time setting.

ArgumentTypeDescription
setting:realThe match setting to check.

Indexes Reference

Example, called from a stage’s init.gml:

//This sets a wave amount for a custom game mode that overrides the normal timer.
waves_left = get_match_setting( SET_TIMER );

set_view_position

Overrides the camera position. Use the functions

view_get_xview()  Reference→
and

view_get_yview()  Reference→

for the arguments if you don’t want to override them. The camera will be restricted to the edges of the stage in base game stages, but will be fully unlocked on workshop stages.

ArgumentTypeDescription
x:realThe X coordinate to set the camera to
y:realThe Y coordinate to set the camera to

Example, called from animation.gml:

//This will focus the camera on the player if they trigger the purple kill effect when hitting another player, but not if they're hit themselves.
if (activated_kill_effect && state_cat != SC_HITSTUN ) {
set_view_position(x, y - (char_height / 2) );
}