Player Variables
Player variables can change the way your character plays in multiple ways.
Important Variables[edit | edit source]
General Variables[edit | edit source]
These variables change the main foundation of your character.
Variable | Description |
---|---|
url
|
The unique identifier number for a character |
small_sprites
|
When 1, the game automatically scales your sprites 2x like base cast characters. The character's scale is set to 1+small_sprites , and the number can be higher than 1. Does not scale hurtboxes however.
|
player
|
Your player number (1-4) |
state
|
Your current state |
state_timer
|
How many frames into the current state you are |
state_cat
|
Your current state category |
prev_state
|
The previous state you were in |
prev_prev_state
|
The state before the previous state you were in |
attack
|
The current attack you’re using or the last attack you used, if you aren’t currently attacking |
window
|
The window of the action you’re in |
window_timer
|
How many frames into the current window you are |
spr_dir
|
The direction the player is facing. Editing above the usual ranges will directly affect the horizontal scale of the player sprite
|
spr_angle
|
The angle at which to draw the player’s sprite |
free
|
True when the player is in the air, false when you are not. |
freemd
|
True when the player is on solid ground, false when you are in the air or on a platform.
Updates later than |
hsp
|
Your current horizontal speed (in pixels per frame) |
vsp
|
Your current vertical speed (in pixels per frame) |
joy_pad_idle
|
Whether the joystick is idle or not
Also works with keyboard |
joy_dir
|
The direction of the joystick
Also works with the direction held on keyboard.
Only accurate if |
[input_name]_pressed
|
Checks whether an input was just pressed, buffer included |
[input_name]_down
|
Checks whether an input is being held down, buffer included |
[input_name]_counter
|
When an input is pressed, this will get set to 0 and count up to 7. While under 7, it will attempt to do that input. |
[direction]_hard_pressed
|
Used for joystick hard presses, like dashing or dropping through platforms |
was_parried
|
Whether your current attack has been parried or not |
down_was_pressed
|
True when performing a moonwalk. False during the first frame of your initial dash. Setting the variable to false in an update script will disable moonwalking entirely. |
can_move
|
Whether you can move during an attack or not |
can_jump
|
Whether you can jump or not.
Used for jump cancels in attacks. If |
can_attack
|
Whether you can attack or not
Used for jab / tilt cancels |
can_strong
|
Whether you can use FStrong / DStrong or not
Used for strong attack cancels |
can_ustrong
|
Whether you can Ustrong or not
Used for strong attack cancels |
can_special
|
Whether you can use special attacks or not
Used for special cancels |
can_dspecial
|
*Not* used for dspecial cancels. Use unknown. |
can_shield
|
Whether you can shield or not
Used for parry / roll cancels |
can_shield_timer
|
|
can_drop
|
Whenever you can drop off platforms or not |
can_tech
|
Whenever you can tech off the ground after being hit or not.
Used by the Hitbox Grid index |
can_wall_tech
|
Whenever you can tech off walls after being hit or not |
can_bounce
|
Whenever you can bounce off the ground after being hit or not.
Used by the Hitbox Grid index |
can_djump
|
Set to false during jumpsquat, and when djumps is equal to max_djumps . If this is false when can_jump is true, it prevents doublejump cancelling attacks.
|
can_dash_attack
|
Set to true during PS_DASH_START and PS_DASH.
Can be used for dash attack cancels during attack states if set to true. |
can_crouch
|
Set to false when it would be natural to be unable to crouch.
Can be used for crouch cancels during attack states if set to true. |
can_dash
|
Set to false when it would be natural to be unable to dash.
Can be used for dash cancels during attack states if set to true. Walking is not possible from this. |
can_walk
|
Set to false when it would be natural to be unable to walk.
Can be used for walk cancels during attack states if set to true. Dashing is also possible from this. |
can_up_b
|
Whether you're able to use Uspecial in the air or not. If false and free , you'll perform Nspecial instead.
|
can_fast_fall
|
Whether you can fastfall or not |
can_wall_cling
|
Whether you’re able to wall cling or not |
can_wall_jump
|
Whether you can currently walljump or not. To walljump, both this variable and has_walljump must be true. Use this to make recovery moves cancellable into walljump |
has_walljump
|
Whether you have your walljump or not |
has_airdodge
|
Whether you have your airdodge or not |
djumps
|
The number of double jumps you’ve used |
off_edge
|
Whether you can leave the ledge or not; used to prevent grounded attacks from leaving the ground |
cancels_air
|
Whether the current state cancels into PS_IDLE_AIR when airborne.
|
super_armor
|
Whether you have full super armor or not |
soft_armor
|
The value of KB that it takes to break your armor |
invincible
|
Whether you’re invincible or not |
invince_time
|
The number of invincibility frames until invincible is set to false |
hitpause
|
Whether the player is in hitpause or not |
hitstop
|
The number of frames remaining until hitpause ends |
hitstop_full
|
The number of frames this instance of hitpause lasts total |
hitstun
|
The number of frames remaining until the hitstun state ends |
hitstun_full
|
The number of frames this instance of the hitstun state lasts in total |
has_hit
|
Whether you’ve hit something with the current attack |
has_hit_player
|
Whether you’ve hit a player with the current attack |
clinging
|
Whether you’re wall clinging or not.
Only functions if |
fall_through
|
Whether you fall through platforms or not. True will cause you to fall through all platforms. |
go_through
|
Whether you can pass through other players without pushing them away or not |
grav
|
The characters gravitational acceleration |
strong_charge
|
How long you’ve been charging a strong attack (0 – 60) |
smash_charging
|
True when you are currently charging an Strong. |
move_cooldown[attack]
|
When an attack is manually set on cooldown, the variable will count down 1 every frame. The attack can not be performed until the variable is 0 again. Due to a quirk with script orders, if you wish to set it to 1 every frame, you must instead set it to 2 every frame.
|
parry_lag
|
The number of frames to apply parry stun upon being successfully parried. Set to 40 by default.
When an aerial attack is used, its landing lag is automatically added to the baseline value upon landing. Does not get changed with |
landing_lag_time
|
The number of frames you will be in the landing lag state. |
knockback_scaling
|
Unrelated to get_match_setting( setting ) → SET_SCALING . Also unrelated to knockback_adj . Increases knockback taken as a multiplier.
|
damage_scaling
|
Damage taken is multiplied by this value. |
Gameplay Variables[edit | edit source]
These variables define your character's gameplay details. They are usually set in init.gml
first, then they can be updated during gameplay or in update.gml
. Base cast examples have been provided for better balancing, but are not necessary for a custom character.
Variable | Base Cast Variable Values | Description |
---|---|---|
hurtbox_spr
|
|
The sprite to use for hurtbox collisions in most states |
crouchbox_spr
|
|
The sprite to use for your crouching hurtbox |
air_hurtbox_spr
|
|
The sprite to use for your hurtbox while aerial
|
hitstun_hurtbox_spr
|
|
The sprite to use for your hurtbox while in hitstun
|
knockback_adj
|
0.9 – 1.2 | The multiplier to knockback dealt to you. The higher the value, the lighter the character. The lower the value, the heavier.
|
walk_speed
|
3 – 4.5 | The maximum speed you can achieve while walking, in pixels per frame |
walk_accel
|
0.2 – 0.5 | The speed gained per frame while walking |
walk_turn_time
|
6 for all characters | The number of frames it takes to turn around |
initial_dash_time
|
8 – 16 | The number of frames in your initial dash |
initial_dash_speed
|
4 – 11 | The speed of your initial dash in pixels per frame |
dash_speed
|
4.75 – 9 | The speed of your run in pixels per frame |
dash_turn_time
|
8 – 20 | The number of frames it takes to turn while running |
dash_turn_accel
|
0.1 – 2 | The acceleration applied when turning while running |
dash_stop_time
|
4 – 6 | The number of frames it takes to stop while running |
dash_stop_percent
|
0.25 – 0.5 | The value to multiply your hsp by when going into idle from dash or dashstop
|
ground_friction
|
0.3 – 1 | Natural deceleration while on the ground |
moonwalk_accel
|
1.2 – 1.4 | The acceleration to apply while moonwalking |
max_djumps
|
0 – 3 | The number of double jumps you can perform before touching the ground again |
jump_start_time
|
5 for all characters | The number of frames of jumpsquat minus one |
jump_speed
|
7.6 – 12 | The vsp applied when fullhopping
|
short_hop_speed
|
4 – 7.4 | The vsp applied when shorthopping
|
djump_speed
|
8 – 12
-1 for Absa |
The vsp applied when double jumping
|
jump_change
|
3 for all characters | The hsp applied if left or right is held when jumping. Will not slow you down if you’re already going faster. When reversing your momentum with a double jump, this is the maximum hsp you can have
|
djump_accel
|
0
-1.4 for Absa |
The amount of acceleration to apply during your double jump.
Allows for Absa-style double jump cancels |
djump_accel_start_time
|
4 | The first frame of your double jump that acceleration is applied |
djump_accel_end_time
|
15 | The last frame of your double jump that acceleration is applied |
leave_ground_max
|
4 – 8 | The maximum hsp you can have when you go from grounded to aerial without jumping
|
air_max_speed
|
3 – 7 | The maximum hsp you can accelerate to when in a normal aerial state
|
max_jump_hsp
|
4 – 8 | The maximum hsp you can have when jumping from the ground
|
air_accel
|
0.2 – 0.4 | The hsp acceleration applied when you hold left or right in a normal aerial state
|
air_friction
|
0.02 – 0.07 | Natural deceleration applied while in the air.
Also applies while in hitstun |
double_jump_time
|
24 – 40 | The number of frames to play the double jump animation.
Most characters have a value of 32 so that the double jump animation transitions into the falling portion of the normal jump animation |
gravity_speed
|
0.3 – 0.6 | The gravitational acceleration applied in non-hitstun aerial states |
hitstun_grav
|
0.45 – 0.525 | The gravitational acceleration applied in hitstun |
max_fall
|
8 – 11 | The maximum vsp you can accelerate to while falling normally |
fast_fall
|
11 – 16 | The vsp applied when fastfalling |
land_time
|
4 – 6 | The number of frames in your normal landing state |
prat_land_time
|
3 – 24 | The number of frames in your prat land state |
prat_fall_accel
|
0.4 – 1.5 | A multiplier to your normal horizontal aerial acceleration:
|
walljump_hsp
|
4 – 7 | The horizontal speed to apply while walljumping, in pixels per frame |
walljump_vsp
|
7 – 10 | The vertical speed to apply while walljumping, in pixels per frame |
walljump_time
|
18 – 32 | The number of frames the walljump state takes. Normally 32, but some characters have shorter values |
roll_forward_max
|
9 – 11 | The speed of your forward roll |
roll_backward_max
|
9 – 11 | The speed of your backward roll |
wave_land_time
|
6 – 12
Usually 8 |
The number of frames your waveland state lasts |
wave_land_adj
|
1.2 – 1.5 | The multiplier to your initial hsp when wavelanding
Usually greater than 1 |
wave_friction
|
0 – .15 | Grounded deceleration when wavelanding |
techroll_speed
|
8 – 11 | The speed during techroll’s movement |
air_dodge_speed
|
7.5 – 8 | The speed during airdodge’s movement |
char_height
|
36 – 74 | Used for centering things on the character, placing the overhead HUD, etc |
bubble_x
|
-8 – 6 | Used for visually positioning the character in Ranno’s bubble horizontally. Commonly 0. |
bubble_y
|
0 – 10 | Used for visually positioning the character in Ranno’s bubble vertically. Commonly 8. |
Animation Variables[edit | edit source]
These variables animate the character. They are also set in init.gml
.
Variable | Description |
---|---|
wall_frames
|
The number of animation frames to play before you leave the wall.
Does not work properly when |
small_djump
|
Setting this to true will cause the character to use the smaller double jump VFX that Wrastor uses.
|
dodge_startup_frames
|
Number of animation frames during parry’s startup. Usually just 1 |
dodge_active_frames
|
Number of animation frames during parry’s active frames |
dodge_recovery_frames
|
Number of animation frames during parry’s recovery frames |
tech_active_frames
|
The number of animation frames during tech in place’s invincibility |
tech_recovery_frames
|
The number of animation frames during tech in place’s recovery |
techroll_startup_frames
|
The number of animation frames during techroll’s startup |
techroll_active_frames
|
The number of animation frames during techroll’s movement |
techroll_recovery_frames
|
The number of animation frames during techroll’s recovery |
air_dodge_startup_frames
|
The number of animation frames during techroll’s startup |
air_dodge_active_frames
|
The number of animation frames during techroll’s movement |
air_dodge_recovery_frames
|
The number of animation frames during techroll’s recovery |
roll_forward_startup_frames
|
The number of animation frames during roll forward’s startup |
roll_forward_active_frames
|
The number of animation frames during roll forward’s movement |
roll_forward_recovery_frames
|
The number of animation frames during roll forward’s recovery |
roll_back_startup_frames
|
The number of animation frames during roll backward’s startup |
roll_back_active_frames
|
The number of animation frames during roll backward’s movement |
roll_back_recovery_frames
|
The number of animation frames during roll backward’s recovery |
idle_anim_speed
|
The speed of your idle animation in anim frames per gameplay frame |
walk_anim_speed
|
The speed of your walk animation in anim frames per gameplay frame |
dash_anim_speed
|
The speed of your dash animation in anim frames per gameplay frame |
crouch_anim_speed
|
The speed of your (held) crouch animation in anim frames per gameplay frame |
pratfall_anim_speed
|
The speed of your pratfall animation in anim frames per gameplay frame |
wait_sprite
|
The sprite to use for your character's wait animation |
wait_time
|
The number of frames to spend in the idle state before playing the wait animation |
wait_length
|
The duration of the wait animation in frames |
Sound Variables[edit | edit source]
These variables play a sound when the respective state occurs.
Variable | Player State | Description |
---|---|---|
land_sound
|
PS_LAND
|
The sound effect to play when landing |
waveland_sound
|
PS_WAVELAND
|
The sound effect to play when wavelanding |
jump_sound
|
PS_FIRST_JUMP
|
The sound effect to play when jumping from the ground |
djump_sound
|
PS_DOUBLE_JUMP
|
The sound effect to play when double jumping |
air_dodge_sound
|
PS_AIR_DODGE
|
The sound effect to play when airdodging |
landing_lag_sound
|
PS_LANDING_LAG
|
The sound effect to play when landing during an attack |
AI Variables[edit | edit source]
These variables are used by the AI and are usually set in ai_init.gml
and ai_update.gml
.
Variable | Description |
---|---|
ai_target
|
The current target of the AI |
ai_recovering
|
Is true while the AI is attempting to recover back onto the stage |
dont_recover
|
If true, the AI will not do any actions offstage. |
temp_level
|
The difficulty level of the AI (1 - 9). If this is 0, the player is not a bot. |
ai_attack_timer
|
The amount of frames since the AI last attacked |
ai_attack_time
|
The minimum amount of frames before the AI can try attacking again |
ready_to_attack
|
Is true if the AI can perform an attack |
ai_going_into_attack
|
Is true if the AI is attempting to attack |
ai_going_left
|
Is true if the AI is moving left |
ai_going_right
|
Is true if the AI is moving right |
ai_disabled
|
Setting this to true disables the character's AI, including no longer running ai_update.gml . Only works when custom_clone is true .
|
ai_can_djump
|
Exactly like can_djump , but only for AI.
|
Less Important Variables[edit | edit source]
These variables change automatically during gameplay.
Variable | Description |
---|---|
hit_player_obj
|
The instance ID of the last player that you either hit or got hit by. Mainly used for hit_player.gml and got_hit.gml, but this can be used in any script. |
enemy_hitboxID
|
The instance ID of the hitbox that you got hit by in the current frame. Mainly used for got_hit.gml and parry.gml, but this can be used in any script. |
hurtboxID
|
The instance ID your own hurtbox object. Useful for accessing its variables, like sprite_index . The rest of these variables can be found here Hurtbox Variables.
|
hit_player
|
The player number of the last player that you either hit or got hit by.
Using this within the |
has_hit_id
|
The ID of the last player you've hit. |
last_player
|
The last player you got hit by. |
last_player_hit_me
|
Same as last_player but resets when your state category is SC_GROUND_NEUTRAL
|
last_attack
|
The last attack that hit you. |
hit_attack
|
Appears to be identical to last_attack .
|
sdi_mult
|
SDI multiplier. When hit by a hitbox your sdi_mult is set to the hitbox' sdi_mult variable, also known as HG_SDI_MULTIPLIER . Resets to 1 when not in hitstun.
|
dumb_di_mult
|
Drift multiplier. When hit by a hitbox your dumb_di_mult is set to the hitbox' dumb_di_mult variable, also known as HG_DRIFT_MULTIPLIER . Resets to 1 when not in hitstun.
|
hit_dir
|
The spr_dir your attacker had when they hit you.
|
hit_flipper
|
The HG_ANGLE_FLIPPER that the hitbox that most recently hit you had.
|
last_hbox_num
|
The index of the last hitbox that hit you. |
old_hsp
|
The horizontal speed (hsp) to apply when hitpause ends. Changes upon getting hit or landing a melee hitbox. |
old_vsp
|
The vertical speed (vsp) to apply when hitpause ends. Changes upon getting hit or landing a melee hitbox. |
ground_type
|
The type of platform that the player is standing on.
|
draw_indicator
|
Set to false to hide the character’s overhead HUD |
hud_offset
|
The vertical offset the indicator moves towards, relative to the player’s char_height . Snaps instantly to this offset, then smoothly goes back when not set.
|
old_jump
|
Whether you started the current attack during a double jump with acceleration, like Absa’s double jump. Set this to false to prevent the attack from rising while jump is held
|
outline_color[R, G, B]
|
Used to change the outline color of the character’s sprite. Should be used in conjunction withinit_shader() →
|
draw_x
|
The horizontal offset to draw the player at. This does not effect hurtboxes or hitboxes. |
draw_y
|
The vertical offset to draw the player at. This does not effect hurtboxes or hitboxes. |
strong_flashing
|
Set to true when the yellow charge overlay is applied.
|
gameboy_shock
|
When true, sets the player's outline to a gameboy-green like when breaking a law on Tower Of Heaven. |
white_flash_timer
|
Causes the player to flash over the course of the inputted frames, automatically decreasing each frame. Setting to 10 would cause the overlay to start at 50%, then reduce to 0 over 10 frames. Setting the value multiple times in a row will stack the effect. |
air_dodge_dir
|
The current angle when performing an airdodge.
|
hurt_img
|
The hurt current hurt sprite to use during hitstun. Numbers above this range will use whatever sprite the character was using before being hit.
|
shield_pressed_in_tumble
|
Checks if the shield button was pressed while the player is in the PS_TUMBLE state.
|
parried_jab
|
Checks if the enemy's AT_JAB was parried.
|
activated_kill_effect
|
Becomes true when the galaxy visual is displaying. Activates from the hit player's perspective. |
should_make_shockwave
|
When true, it will apply the visual effects for when a player is hit by a move that can kill them. Activates from the hit player's perspective.
Variable does not exist at the start of a match until the player is hit, so it should be manually initialized if you plan to check for it. |
perfect_dodged
|
Checks whether the player successfully parried. Plays the black background effect when true.
Resets to false if state is not |
perfect_dodging
|
When true, applies parry-invincibility (including purple sprite visual effect) for this frame. |
parry_cooldown
|
Keeps track of parry internal cooldown. When 0, it allows the player to parry again. |
visible
|
If set to false , the player will not render. Functions such as pre_draw.gml and post_draw.gml will not run, and other characters’ other_pre_draw.gml and other_post_draw.gml will also not run from the invisible character.
|
grabbed_invisible
|
Similar to visible , but resets automatically. If set to true , does not draw the player or indicator. Resets to false every frame unless forced to true. Used by Hodan's UStrong, for example.
|
b_reversed
|
If you have performed a B Reversal during the current attack. |
airdodge_x
|
Is set to your current X location at the first frame of airdodge. |
airdodge_y
|
Is set to your current Y location at the first frame of airdodge. |
fast_falling
|
Whether the player is fastfalling or not. |
do_a_fast_fall
|
Forces you to fast fall if true . Can prevent fast falling if set to false .
|
check_fast_fall
|
True for 8 frames after dropping through a platform. |
sent_down
|
True if you were hit by a hitbox with an angle of 181-359. To bounce when hitting the floor, this needs to be true. |
times_through
|
Generic variable with no inherent functionality. Used by several base characters to manually keep track of looping attacks. |
was_free
|
Whether you were hit by an attack while in the air or not. |
was_hitpause
|
True one frame after you've exited hitpause. |
was_reloaded
|
Whether you've been reloaded in training mode. |
attack_invince
|
True if you are currently invincible through the AG_WINDOW_INVINCIBILITY Attack Grid Indexes.
|
initial_invince
|
Whether you have invincibility from respawn. Tints characters white if equal to 1. Anything above will be invincible without a tint. |
respawn_taunt
|
Counts down from 300 when taunting on the respawn platform, and kicks the player off the platform if it reaches 0.
This variable should generally be checked for alongside checks for the |
bear_uspecial
|
Used to make a recovery like Etalus. When manually set to false , it resets to true when landing or getting hit.
|
bounced
|
True if you have bounced off the floor during the current PS_HITSTUN state.
|
dont_tumble
|
If true, you will skip the PS_TUMBLE state after PS_HITSTUN .
|
force_depth
|
Stops automatic depth sorting while true, allowing the depth variable to be manually set to change the depth at which the player should render. This gets reset to 0 after animation.gml runs.
|
left_stick_xpos
|
Value from -1 to 1 depending on the horizontal position of the joystick.
This input is not saved in replay data, so using it will cause replays to desync. |
left_stick_ypos
|
Value from -1 to 1 depending on the vertical position of the joystick.
This input is not saved in replay data, so using it will cause replays to desync. |
ignore_camera
|
When true , the camera will not follow the player or pan around to make sure they are in frame. Stays set until it is manually changed again.
|
Base Character Effects[edit | edit source]
These variable are automatically changed by the base cast of characters.
Zetterburn[edit | edit source]
Variable | Description |
---|---|
burned
|
Whether you’re on fire or not |
burnt_id
|
The player id of the character that burned you |
burned_color
|
The palette of Zetterburn to use when setting someone on fire. Should be from 0 to 5 |
burn_timer
|
How long you’ve been on fire for. Automatically extinguishes the fire once it’s above 150 |
enemy_burnID
|
|
other_burned
|
Becomes true when the player you hit is on fire. Resets to false when starting an attack. |
burnt_pause
|
Becomes true when being hit by a hitbox of HG_EFFECT 2, "Burn Consume". |
Orcane[edit | edit source]
Variable | Description |
---|
Wrastor[edit | edit source]
Variable | Description |
---|
Kragg[edit | edit source]
Variable | Description |
---|---|
has_rock
|
Whether Kragg is currently holding a rock or not. |
Forsburn[edit | edit source]
Variable | Description |
---|---|
clone
|
Whether you’re Forsburn’s clone or not. Useful to check and avoid this when referring to a hit player. |
clones_player_id
|
The owner of this clone |
Maypul[edit | edit source]
Variable | Description |
---|---|
marked
|
Whether you’re marked by Maypul |
wrapped
|
Whether you’re wrapped or not |
wrapped_player
|
The player number of the character that wrapped you |
enemy_tree_plantID
|
Absa[edit | edit source]
Variable | Description |
---|---|
hitpause_shock
|
Whether Absa's electric shock effect visuals are applied during the current instance of hitpause. Automatically reset to false when not in hitpause
|
ftilt_range
|
The range of the hitbox of Absa's second ftilt. Default 638. |
Etalus[edit | edit source]
Variable | Description |
---|---|
bear_uspecial_charge
|
How long Etalus has charged his Uspecial. Ranges from 10 to 60. |
can_freeze_timer
|
The amount of frames left until frozen state ends. Only applicable if the player’s state is PS_FROZEN
|
frozen_player
|
The player slot that froze you. |
enemy_iceID
|
|
ice_armor
|
|
ice_armor_damage_start
|
|
ice_time
|
Used for expanding the circle that spawns after using Dspecial. Goes from 0 to 2 throughout its lifetime. |
ice_shock_x
|
Origin of the Dspecial shockwave. |
ice_shock_y
|
Origin of the Dspecial shockwave. |
ice_initial_dash_speed
|
Etalus' initial dash speed when running over ice. Default is 5.5 |
ice_dash_speed
|
Etalus' dash speed when running over ice. Default is 5.5 |
ice_dash_turn_accel
|
Etalus' dash turn accel when running over ice. Default is 0.08 |
ice_dash_turn_time
|
Etalus' dash turn time when running over ice. Default is 22 |
ice_walk_speed
|
Etalus' walk speed when walking on ice. Default is 3 |
ice_jump_height
|
Etalus' jump speed when standing on ice. Default is 11.95 |
ice_short_hop_speed
|
Etalus' short hop speed when standing on ice. Default is 8.1 |
ice_gravity_speed
|
Etalus' gravity speed when standing on ice. Default is 0.65 |
ice_hitstun_grav
|
Etalus' hitstun gravity speed when standing on ice. Default is 0.6 |
ice_ground_friction
|
Etalus' ground friction when standing on ice. Default is 0.1 |
ice_wave_land_adj
|
Etalus' wave land multiplier when standing on ice. Default is 1.4 |
Ranno[edit | edit source]
Variable | Description |
---|---|
bubbled
|
Whether you’re trapped in Ranno’s bubble or not |
bubbled_id
|
The Ranno whose bubble you’re in |
bubble_time
|
Time remaining in Ranno’s bubble |
enemy_buddleID
|
|
bubble_damage
|
How much damage you have taken while within Ranno's bubble. |
bubble_alpha
|
The opacity of the bubble. Goes from 1 to 0.5 through the bubble's lifetime. |
poison
|
The number of poison stacks on you. |
tongue
|
The instance ID of Ranno's tongue. |
tongued_id
|
The instance ID of the player who Ranno hit with the tongue. |
xprev
|
The X position of Ranno when Fspecial was input. |
yprev
|
The Y position of Ranno when Fspecial was input. |
Clairen[edit | edit source]
Variable | Description |
---|---|
plasma_pause
|
Whether you’re in Clairen’s plasma stun or not. |
plasma_id
|
The instance ID of the player that stunned you. |
plasma_player
|
The player slot that stunned you. |
plasma_timer
|
Time remaining in the outline recolor from Clairen's stun. |
Sylvanos[edit | edit source]
Variable | Description |
---|---|
enemy_plantID
|
Elliana[edit | edit source]
Variable | Description |
---|---|
has_mech
|
Whether Elliana is in her mech or not. |
mech_walljump_hsp
|
Sets walljump_hsp when Elliana's mech is rebuilt. Defaults to 7
|
snake_knockback_adj
|
Sets knockback_adj after Elliana uses USpecial. Defaults to 1.3
|
mech_knockback_adj
|
Sets knockback_adj when Elliana's mech is rebuilt. Defaults to 0.9
|
can_hover
|
If Elliana is allowed to hover or not. |
max_hover_accel
|
Elliana hovers faster the further away she is from max_hover_vsp . This variable determines the cap on her acceleration. Defaults to 1.3
|
max_hover_vsp
|
The maximum vsp that hovering is allowed to reach. Defaults to -7. |
hover_time
|
Used for hovering logic. Starts at 26 when hover starts, stays at 18 when accelerating, counts down when jump is let go. |
hover_volume
|
Used for hovering volume. Counts up from 0 to 1 when holding hover, and counts down when letting go. |
heat
|
Elliana's heat mechanic. Decreases by 3 every frame. Overheats when reaching max_heat . Strongs reduce heat by 150 to 600 based on charge.
|
max_heat
|
Elliana's max heat is 1200. |
overheated
|
True when heat has reached max_heat . Sets to false after when heat is 0.
|
temp_overheated
|
Set to true when overheat strong is used, set to false when steam strong is used. |
nspecial_heat
|
How much heat is increased by her Nspecial. Default 600. |
dspecial_heat
|
How much heat is increased by her Dspecial. Default 300. |
fspecial_heat
|
How much heat is increased by her Fspecial. Default 300. |
charged_fspecial_heat
|
How much heat is increased by her Fspecial at full charge. Default 600. |
repeat_heat
|
How much heat is increased by her Ftilt looping. Default 200. |
djump_heat
|
How much heat is increased every frame Elliana is flying. Default 12. |
strong_heat
|
How much heat is reduced when performing a strong with no charge. Default 150. |
strong_heat_final
|
How much heat is reduced when performing a strong with full charge. Heat reduced scales linearly from strong_heat to this value throughout the charge. Default 600.
|
stuck
|
Whether you’re stuck by Elliana’s mine, this variable counts up every frame, and when it reaches 100 mine can be detonated by Elliana. |
stuck_id
|
The ID of the Elliana that stuck you. |
stuck_player
|
The player number of the Elliana that stuck you. |
claw
|
The instance ID of Elliana's claw. |
Ori[edit | edit source]
Variable | Description |
---|
Shovel Knight[edit | edit source]
Variable | Description |
---|---|
gems
|
The amount of currency Shovel Knight currently has. |
gem_meter
|
Used for his L Abyss Rune. Collecting gems increases this number and is used for his knockback increase meter. Caps at 1000. |
shop_select
|
Tracks which item Shovel Knight has currently selected in the shop. From 0 to 5. |
item_cost
|
An array of the cost of all of Shovel Knight's items, from left to right. {1000, 1200, 1400, 1600, 1800, 2000}. |
buzzsaw
|
The instance ID of Shovel Knight's utilt buzzsaw. |
Mollo[edit | edit source]
Variable | Description |
---|---|
djump_speed_A
|
Mollo's first double jump's speed. Defaults to 9.5 |
djump_sound_A
|
Mollo's first double jump's sound effect. |
double_jump_time_A
|
Mollo's first double jump's animation time. Defaults to 38 |
djump_speed_B
|
Mollo's second double jump's speed. Defaults to 7.5 |
djump_sound_B
|
Mollo's second double jump's sound effect. |
double_jump_time_B
|
Mollo's second double jump's animation time. Defaults to 18 |
Hodan[edit | edit source]
Variable | Description |
---|---|
crawl_speed
|
Hodan's crawl speed defaults to 2. Uses walk_accel for acceleration. Setting this to a number won't let your character inherently crawl. That must be coded manually.
|
crawl_anim_time
|
Increases or decreases by 1 every frame Hodan crawls forwards/backwards. |
Pomme[edit | edit source]
Variable | Description |
---|
Olympia[edit | edit source]
Variable | Description |
---|---|
crystalized_damage_remaining
|
The amount of damage a player in the PS_CRYSTALIZED state can take before it shatters
|
Core Game Variables / Completely Unknown[edit | edit source]
Some variables are required for the character to even function, and should really not be changed. Some variables are on this list because their purpose is unkown.
Variable | Description |
---|---|
init
|
True when the character has been initialized. |
custom
|
If the oPlayer object is a Custom Character or not (Base Character). Setting this to false when you are a custom character or vice versa completely breaks the character. |
advanced_skin
|
If the oPlayer object is an Advanced Skin or not. |
air_dodge_type
|
Defaults to string "melee". Changing this variable to an unsupported string will completely break airdodge. |
immune_to_laws
|
If you are immune to Tower Of Heaven laws or not. |
char_surf
|
Unknown. |
consecutive_strongs
|
Unknown. Does not increase when... doing consecutive strongs. |
dying
|
Unknown. |
older_old_hsp
|
Unknown. |
older_old_vsp
|
Unknown. |
Some variables are inaccessible from workshop scripts and cannot be read or modified.
Variable |
---|
width
|
char_width
|
plat_spr
|
roll_sound
|
dodge_sound
|
perfect_dodge_sound
|
death_sound
|
dodge_startup_time
|
dodge_active_time
|
dodge_recovery_time
|
tech_active_time
|
tech_recovery_time
|
techroll_start_frame
|
techroll_startup_time
|
techroll_active_time
|
techroll_recovery_time
|
air_dodge_startup_time
|
air_dodge_active_time
|
air_dodge_recovery_time
|
roll_forward_startup_time
|
roll_forward_active_time
|
roll_forward_recovery_time
|
roll_back_startup_time
|
roll_back_active_time
|
roll_back_recovery_time
|