Attack Grid Indexes
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)
|
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_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_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.
Only applies if |
AG_LANDING_LAG
|
The number of landing lag frames when landing. This number is multiplied by 1.5 on whiff.
Only applies if |
AG_OFF_LEDGE
|
Whether the attack can slide off ledges.
|
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.
When using custom gravity, |
AG_NO_PARRY_STUN
|
If the attack is parried this will decide if the player should go into parry stun
|
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:
(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
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_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_WHIFFLAG
|
Whether the window has whifflag
|
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)
|
AG_WINDOW_VSPEED_TYPE
|
0 = AG_WINDOW_VSPEED is added to your current vertical speed at the start of the window. (default)
|
AG_WINDOW_HAS_CUSTOM_FRICTION
|
Whether the window has custom friction
|
AG_WINDOW_CUSTOM_AIR_FRICTION
|
The window's custom air friction.
Only applies if |
AG_WINDOW_CUSTOM_GROUND_FRICTION
|
The window's custom ground friction.
Only applies if |
AG_WINDOW_CUSTOM_GRAVITY
|
The window's custom gravity multiplier.
Only applies if the attack data |
AG_WINDOW_INVINCIBILITY
|
Whether the window has invincibility
|
AG_WINDOW_HITPAUSE_FRAME
|
The animation frame to show during hitpause
|
AG_WINDOW_CANCEL_TYPE
|
Whether the window should cancel into the next with a button input.
Cancels do not work if |
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 indexes0 - 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 indexes1 - 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 |