These values affect the properties of a specific hitbox. Using these indexes to set values will only apply the values once the hitbox is created. To change the properties of a hitbox after it has been created, you will have to manually edit the variables of the pHitBox object (noted in the pHitBox Variable column).
To help place origins correctly, use the Rivals Workshop Helper.
Index | pHitBox Variable | Description |
---|---|---|
HG_PARENT_HITBOX | 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 | 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) |
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 |
Projectile-Only Properties
These values only affect the hitbox if the HG_HITBOX_TYPE property is 2.
Index | pHitBox Variable | Description |
---|---|---|
HG_PROJECTILE_SPRITE | sprite_index | The sprite to loop for the projectile’s animation |
HG_PROJECTILE_MASK | mask_index | The sprite to use for the projectile’s collision (uses precise collision). Set to -1 to use normal hitbox collision with HG_SHAPE |
HG_PROJECTILE_COLLISION_SPRITE | collision_sprite | The sprite used for colliding with terrain only. Defaults to 0, in which case it will use the sprite_index instead. |
HG_PROJECTILE_ANIM_SPEED | img_spd | The speed at which the projectile’s sprite will animate |
HG_PROJECTILE_HSPEED | hsp | The initial horizontal speed of the projectile in pixels per frame |
HG_PROJECTILE_VSPEED | vsp | The initial vertical speed of the projectile in pixels per frame |
HG_PROJECTILE_GRAVITY | grav | The downward acceleration applied to the projectile every frame |
HG_PROJECTILE_GROUND_FRICTION | frict | The decrease in horizontal speed per frame when the projectile is grounded |
HG_PROJECTILE_AIR_FRICTION | air_friction | The decrease in horizontal speed per frame when the projectile is aerial |
HG_PROJECTILE_WALL_BEHAVIOR | walls | 0 = Stops at walls 1 = Goes through walls 2 = Bounces off walls |
HG_PROJECTILE_GROUND_BEHAVIOR | grounds | 0 = Stops at ground 1 = Goes through ground 2 = Bounces off ground |
HG_PROJECTILE_ENEMY_BEHAVIOR | enemies | 0 = Stops at enemies 1 = Goes through enemies |
HG_PROJECTILE_UNBASHABLE | unbashable | Whether a projectile can be caught by Ori’s bash |
HG_PROJECTILE_PARRY_STUN | projectile_parry_stun | Whether parrying the projectile will cause the owner to go into parry stun or not |
HG_PROJECTILE_DOES_NOT_REFLECT | does_not_reflect | If true, the projectile will not reflect or change ownership when parried |
HG_PROJECTILE_IS_TRANSCENDENT | transcendent | If true, the projectile will not be breakable by other hitboxes |
HG_PROJECTILE_DESTROY_EFFECT | destroy_fx | The visual effect to use when the projectile is destroyed |
HG_PROJECTILE_PLASMA_SAFE | plasma_safe | If true, the projectile will not break when inside Clairen’s plasma field. |