Stage Scripts

Avoid including empty scripts, since that will result in a crash when the item is loaded.
  • load.gml – called right after the item is loaded into the game. This is where you would normally set sprites’ origins and bounding boxes. To help place origins correctly, use the Rivals Workshop Helper.
  • init.gml – called once the main stage object is created.
  • other_init.gml – called by all other players on the stage. This is where you want to initialize variables that you can change on other players.
  • draw_hud.gml – used to draw HUD for custom game modes. Draws over every other player’s HUD.
  • match_end.gml – called the moment the match ends.
  • article[index]_init.gml – called once the specified custom article object is created.
  • Article[index]_update.gml – called every frame for the specified custom article object.
  • article[index]_draw.gml – used to draw things on an article. Everything will be drawn in front of the article.
  • hit_player.gml – called when you hit another player with any hitbox. Use hit_player_obj to reference the player object that was hit. Use hit_player to reference which player you hit (player 1, player 2, etc). Use my_hitboxID to reference the hitbox you hit them with. To change the knockback given, edit hit_player_obj.orig_knock. You can disable the purple kill effect by setting hit_player_obj.should_make_shockwave to false.
  • got_parried.gml – called when your hitbox is parried. Use hit_player_obj to reference the player object who parried your hitbox. Use hit_player to reference which player parried your hitbox (player 1, player 2, etc). Use my_hitboxID to reference the hitbox that was parried.
  • player_death.gml – called whenever a player dies. use hit_player_obj to reference the player object that just died.
  • anything under the “/scripts/attacks” folder