Attack Indexes
These indexes are used when setting attack grid index and hitbox grid index values, as well as checking the attack
variables of players and hitboxes.
AT_JAB AT_DATTACK AT_NSPECIAL AT_FSPECIAL AT_USPECIAL AT_DSPECIAL AT_FSTRONG AT_USTRONG AT_DSTRONG |
AT_FTILT AT_UTILT AT_DTILT AT_NAIR AT_FAIR AT_BAIR AT_DAIR AT_UAIR AT_TAUNT |
Extras[edit | edit source]
These attack indexes are not called automatically. Using one requires manually changing the value of the player's attack
variable to the desired index in set_attack.gml
or calling the attack via set_attack( attack )
→ from another script.
Example 1:
// set_attack.gml // calls a different attack when neutral special is input while in the air if ( attack == AT_NSPECIAL && free ) { attack = AT_NSPECIAL_AIR; } Example 2: // attack_update.gml // turns AT_NSPECIAL into AT_NTHROW when successfully hitting a player // must set the hurtbox manually when calling these extra indexes via set_attack if ( attack == AT_NSPECIAL && has_hit_player ) { set_attack( AT_NTHROW ); hurtboxID.sprite_index = sprite_get("nthrow_hurt"); } |
These extra attack indexes will neither call the script set_attack.gml
nor update the player's hurtbox when used with set_attack( attack )
→.
Additionally, you may experience issues when trying to convert one attack to another from set_attack.gml
if the two attacks do not share the same AG_CATEGORY
value.
AT_NSPECIAL_2 AT_NSPECIAL_AIR AT_FSPECIAL_2 AT_FSPECIAL_AIR AT_USPECIAL_2 AT_USPECIAL_GROUND AT_DSPECIAL_2 AT_DSPECIAL_AIR AT_FSTRONG_2 AT_USTRONG_2 AT_DSTRONG_2 |
AT_FTHROW AT_UTHROW AT_DTHROW AT_NTHROW AT_TAUNT_2 AT_EXTRA_1 AT_EXTRA_2 AT_EXTRA_3 AT_EXTRA_4 AT_EXTRA_5 |
Full List[edit | edit source]
In reality, the labels for the attack indexes are (nearly) arbitrary, but can help you organize attacks as you implement them. Each is a macro which returns an integer value. Only values 0 - 49 are valid attack indexes. Some do not have macros assigned to them, but can be accessed via the integer value itself.
The attack index AT_DATTACK
does actually have specific behavior. Attacks using this attack index will spawn the dash attack dust effect as well as set the player's hsp
to either the value of initial_dash_speed * spr_dir
or dash_speed * spr_dir
on the first frame of the attack, depending on whether the attack is input during the state PS_DASH_START
or PS_DASH
. Holding down while performing the attack from the PS_DASH_START
state will set hsp
to 0
instead.
0 - 1 - AT_JAB 2 - 3 - 4 - AT_FTILT 5 - AT_DTILT 6 - AT_UTILT 7 - AT_FSTRONG 8 - AT_DSTRONG 9 - AT_USTRONG 10 - AT_DATTACK 11 - AT_FAIR 12 - AT_BAIR 13 - AT_DAIR 14 - AT_UAIR 15 - AT_NAIR 16 - AT_FSPECIAL 17 - AT_DSPECIAL 18 - AT_USPECIAL 19 - AT_NSPECIAL 20 - AT_FSTRONG_2 21 - AT_DSTRONG_2 22 - AT_USTRONG_2 23 - AT_USPECIAL_GROUND 24 - AT_USPECIAL_2 |
25 - AT_FSPECIAL_2 26 - AT_FTHROW 27 - AT_UTHROW 28 - AT_DTHROW 29 - AT_NTHROW 30 - AT_DSPECIAL_2 31 - AT_EXTRA_1 32 - AT_DSPECIAL_AIR 33 - AT_NSPECIAL_2 34 - AT_FSPECIAL_AIR 35 - AT_TAUNT 36 - AT_TAUNT_2 37 - AT_EXTRA_2 38 - AT_EXTRA_3 39 - AT_EXTRA_4 40 - AT_EXTRA_5 41 - AT_NSPECIAL_AIR 42 - 43 - 44 - 45 - 46 - 47 - 48 - 49 - |