Attack Grid Indexes

From Rivals of Aether Unofficial Workshop Manual

Attack Data[edit | edit source]

These values affect every window in the attack. These are used by

get_attack_value( attack, index )

set_attack_value( attack, index, value )

reset_attack_value( attack, index )

Index Description
AG_CATEGORY 0 - Grounded only (default)

1 - Aerial only

2 - Grounded or Aerial

AG_SPRITE The sprite to use during the attack
AG_AIR_SPRITE The sprite to use during the attack while airborne

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 airborne

Only applies if AG_CATEGORY is 2

AG_NUM_WINDOWS The number of windows in the attack.

Windows with indexes higher than this value will not naturally transition into later windows.

AG_HAS_LANDING_LAG Whether the attack should have landing lag.

true = Applies landing lag normally

false = Continues the attack when landing (default)

Only applies if AG_CATEGORY is 1

AG_LANDING_LAG The number of landing lag frames when landing. This number is multiplied by 1.5 on whiff.

Only applies if AG_HAS_LANDING_LAG is true

AG_OFF_LEDGE Whether the attack can slide off ledges.

true = Goes off ledge

false = Stops at ledge (default)

AG_STRONG_CHARGE_WINDOW If attack or strong is held at the end of this window, the character will freeze and start charging the attack before moving to the next window. The amount of charge is stored in the strong_charge player variable.
AG_USES_CUSTOM_GRAVITY true = Attack uses custom gravity.

false = Attack uses the player's gravity_speed (default)

When using custom gravity, AG_WINDOW_CUSTOM_GRAVITY values must be set for every window individually.

AG_NO_PARRY_STUN If the attack is parried this will decide if the player should go into parry stun

true = Disables parry stun

false = Enables parry stun (default)

Window Data[edit | edit source]

These values affect a single window of the attack. Used by

get_window_value( attack, window, index )

set_window_value( attack, window, index, value )

reset_window_value( attack, window, index )

Index Description
AG_WINDOW_TYPE Affects how the window is transitioned from
AG_WINDOW_TYPE values:

0 = Normal (default)

4 = Skips window if not hitting a burning opponent, otherwise normal (used by Zetterburn's strongs for burn consumes)

7 = Goes into pratfall

8 = Goes into the next window if the player is grounded, otherwise normal

9 = Looping window

10 = Goes into the next window if the player is grounded, otherwise loops

(Values not on this list function the same as 0.)

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. Can be negative.
AG_WINDOW_ANIM_FRAME_START The animation frame on which the window starts, where 0 is the first frame.
AG_WINDOW_HAS_SFX Whether the window has a sound effect

true = The window will play the sound defined in its AG_WINDOW_SFX value.

false = No sound will be played this window. (default)

Sounds played this way will be interrupted if a hitbox hits during the window.

AG_WINDOW_SFX The index of the sound effect

Only applies if AG_WINDOW_HAS_SFX is true

AG_WINDOW_SFX_FRAME The frame in the window that the sound effect is played. The default, 0, plays the sound as soon as the window starts.

Only applies if AG_WINDOW_HAS_SFX is true

AG_WINDOW_HAS_WHIFFLAG Whether the window has whifflag

true = The window will be 1.5x longer if the player hasn't hit someone.

false = The window will always be the same length. (default)

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. Negative is up.
AG_WINDOW_HSPEED_TYPE 0 = AG_WINDOW_HSPEED is added to your current horizontal speed at the start of the window. (default)

1 = Horizontal speed is set to AG_WINDOW_HSPEED every frame of the window.

2 = Horizontal speed is set to AG_WINDOW_HSPEED at the start of the window.

AG_WINDOW_VSPEED_TYPE 0 = AG_WINDOW_VSPEED is added to your current vertical speed at the start of the window. (default)

1 = Vertical speed is set to AG_WINDOW_VSPEED every frame of the window.

2 = Vertical speed is set to AG_WINDOW_VSPEED at the start of the window.

AG_WINDOW_HAS_CUSTOM_FRICTION Whether the window has custom friction

true = The window uses custom friction values.

false = The window will use the character's normal friction. (default)

AG_WINDOW_CUSTOM_AIR_FRICTION The window's custom air friction.

Only applies if AG_WINDOW_HAS_CUSTOM_FRICTION is true

AG_WINDOW_CUSTOM_GROUND_FRICTION The window's custom ground friction.

Only applies if AG_WINDOW_HAS_CUSTOM_FRICTION is true

AG_WINDOW_CUSTOM_GRAVITY The window's custom gravity multiplier.

Only applies if the attack data AG_USES_CUSTOM_GRAVITY is true

AG_WINDOW_INVINCIBILITY Whether the window has invincibility

0 = No invincibility (default)

1 = Invincible to all attacks

2 = Invincible to projectiles

AG_WINDOW_HITPAUSE_FRAME The animation frame to show during hitpause

0 = No specific frame (default)

AG_WINDOW_CANCEL_TYPE Whether the window should cancel into the next with a button input.

0 = Window does not cancel (default)

1 = Window cancels into the next window if attack is pressed (when on a jab, 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.

Note: This only affects when the cancel will take place, an input any time before this will still trigger the cancel.

AG_WINDOW_GOTO If this value is greater than 0, the current window will jump to this window when it ends.

Integer Values[edit | edit source]

In reality, the labels for these grid indexes are arbitrary: each is a macro which returns an integer value. Only values 0 - 99 are valid attack/window data indexes. Most do not have macros assigned to them, but can still be used via the integer value itself to store additional attack data.

Attack data indexes
0  - AG_CATEGORY
1  - AG_SPRITE
4  - AG_NUM_WINDOWS
7  - AG_HAS_LANDING_LAG
8  - AG_OFF_LEDGE
10 - AG_STRONG_CHARGE_WINDOW
12 - AG_LANDING_LAG
13 - AG_AIR_SPRITE
16 - AG_HURTBOX_SPRITE
19 - AG_HURTBOX_AIR_SPRITE
24 - AG_USES_CUSTOM_GRAVITY
Window data indexes
1  - AG_WINDOW_TYPE
2  - AG_WINDOW_LENGTH
3  - AG_WINDOW_ANIM_FRAMES
4  - AG_WINDOW_ANIM_FRAME_START
5  - AG_WINDOW_HSPEED
6  - AG_WINDOW_VSPEED
7  - AG_WINDOW_HSPEED_TYPE
8  - AG_WINDOW_VSPEED_TYPE
9  - AG_WINDOW_HAS_CUSTOM_FRICTION
10 - AG_WINDOW_CUSTOM_AIR_FRICTION
11 - AG_WINDOW_CUSTOM_GROUND_FRICTION
12 - AG_WINDOW_HAS_WHIFFLAG
13 - AG_WINDOW_INVINCIBILITY
24 - AG_WINDOW_HITPAUSE_FRAME
26 - AG_WINDOW_CUSTOM_GRAVITY
31 - AG_WINDOW_CANCEL_TYPE
32 - AG_WINDOW_CANCEL_FRAME
57 - AG_WINDOW_HAS_SFX
58 - AG_WINDOW_SFX
59 - AG_WINDOW_SFX_FRAME
62 - AG_WINDOW_GOTO

See Also[edit | edit source]

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