Specialized module to help with making attacks and combat systems.
AttackRegister | [1, 2] | [AllPhases, Init, Action, Reaction, Manual, Subentity] | Basic |
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Initiates an attack with default parameters. This should be the first function called for a new attack, then you use other Attack functions to customize it, and finally you use Hitbox to apply it.
- Arg 1: Type
- Arg 2: (Optional) Notation
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AttackRegisterNoNotation | [1] | [AllPhases, Init, Action, Reaction, Manual, Subentity] | Intermediate |
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Same as AttackRegister, but won't actually add the attack to the list of cancels, which you'll have to do manually. |
AttackAddNotation | [1] | [AllPhases, Init, Action, Reaction, Manual, Subentity] | Intermediate |
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Registers the attack under an additional notation input. This will still count as the same attack. |
AttackInternalRegister | [1, 2] | [AllPhases, Init, Action, Reaction, Manual, Subentity] | Expert |
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Internal trick to improve performance. Don't use it.
- Arg 1: Type
- Arg 2: (Optional) Notation
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AttackInternalRegisterNoNotation | [1] | [AllPhases, Init, Action, Reaction, Manual, Subentity] | Expert |
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Internal trick to improve performance. Don't use it. |
AttackInit | [0] | [AllPhases, Init, Action, Reaction, Manual, Subentity] | Expert |
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Internal call for various data set. |
AttackDuration | [1] | [Init, Action, Manual, Subentity] | Basic |
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Changes the total duration of the attack. Can replace Attack's second parameter but must be called before it. |
AttackRearm | [0] | [Init, Action, Manual, Subentity] | Expert |
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Sets the variables to be able to hit with another attack, and should be used between new attacks (done by CASP automatically). Resets the hit detection. |
AttackMultihit | [0] | [Init, Action, Manual, Subentity] | Intermediate |
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Allows an attack to hit a second time, hit detection won't be reset and proration will be nullified (through CASP). |
AttackFlag | [1] | [Init, Action, Manual, Subentity] | Basic |
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Sets a flag on the attack. All flags are transfered to the hit opponent with the AF prefix (meaning Low become AFLow), and are used by modules during attack checking. See the list of flags for more information. |
AttackUnflag | [1] | [Init, Action, Manual, Subentity] | Intermediate |
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Removes a flag from an attack. |
AttackRecievedFlag | [1] | [Init, Action, Manual, Subentity] | Advanced |
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Set an attack flag on the last recieved attack. |
AttackRecievedUnflag | [1] | [Init, Action, Manual, Subentity] | Advanced |
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Removes an attack flag on the last recieved attack. |
AttackInflictedFlag | [1] | [Init, Action, Manual, Subentity] | Advanced |
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Set an attack flag on the last inflicted attack. |
AttackInflictedUnflag | [1] | [Init, Action, Manual, Subentity] | Advanced |
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Removes an attack flag on the last inflicted attack. |
AttackParam | [2] | [Init, Action, Manual, Subentity] | Advanced |
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Sets a generic attack parameter directly. This is an advanced function and should be used either when you need some really specific adjustment, or when you want to add functionality without a module.
- Arg 1: Parameter name
- Arg 2: Parameter value
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AttackRecievedGetParam | [2, 3] | [Init, Action, Manual, Subentity] | Intermediate |
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Extracts a parameter from the recieved attack
- Arg 1: Parameter name
- Arg 2: Target Variable
- Arg 3: (Optional) Default Value
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AttackRecievedSetParam | [2] | [Init, Action, Manual, Subentity] | Advanced |
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Sets a parameter in the recieved attack data
- Arg 1: Parameter name
- Arg 2: Parameter Value
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AttackInflictedGetParam | [2, 3] | [Init, Action, Manual, Subentity] | Intermediate |
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Extracts a parameter from the inflicted attack
- Arg 1: Parameter name
- Arg 2: Target Variable
- Arg 3: (Optional) Default Value
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AttackInflictedSetParam | [2] | [Init, Action, Manual, Subentity] | Advanced |
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Sets a parameter in the inflicted attack data
- Arg 1: Parameter name
- Arg 2: Parameter Value
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AttackFrameAdvantage | [1, 2] | [Init, Action, Manual, Subentity] | Basic |
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Sets an attack's frame advantage automatically on hit and block. This is based on the total duration of the attack and the last use of the multihit flag. Same functionality as AttackSetHitstunBlockstun, but in an easier way.
- Arg 1: Frame advantage on hit
- Arg 2: Frame advantage on block
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AttackFrameAdvantageHit | [1] | [Init, Action, Manual, Subentity] | Basic |
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Sets an attack's frame advantage automatically on hit. This is based on the total duration of the attack and the last hit possibility. Same functionality as AttackSetHitstunBlockstun, but in an easier way.
- Arg 1: Frame advantage on hit
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AttackFrameAdvantageBlock | [1] | [Init, Action, Manual, Subentity] | Basic |
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Sets an attack's frame advantage automatically on block. This is based on the total duration of the attack and the last hit possibility. Same functionality as AttackSetHitstunBlockstun, but in an easier way.
- Arg 1: Frame advantage on block
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AttackFA | [1, 2] | [Init, Action, Manual, Subentity] | Basic |
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Sets an attack's frame advantage automatically on hit and block. This is based on the total duration of the attack and the last use of the multihit flag. Same functionality as AttackSetHitstunBlockstun, but in an easier way.
- Arg 1: Frame advantage on hit
- Arg 2: Frame advantage on block
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AttackFAHit | [1] | [Init, Action, Manual, Subentity] | Basic |
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Sets an attack's frame advantage automatically on hit. This is based on the total duration of the attack and the last hit possibility. Same functionality as AttackSetHitstunBlockstun, but in an easier way.
- Arg 1: Frame advantage on hit
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AttackFABlock | [1] | [Init, Action, Manual, Subentity] | Basic |
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Sets an attack's frame advantage automatically on block. This is based on the total duration of the attack and the last hit possibility. Same functionality as AttackSetHitstunBlockstun, but in an easier way.
- Arg 1: Frame advantage on block
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AttackHitstunBlockstun | [2] | [Init, Action, Manual, Subentity] | Basic |
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Sets an attack's hitstun and blockstun. Same functionality as AttackFrameAdvantage, but in a more direct way.
- Arg 1: Hitstun
- Arg 2: Blockstun
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AttackHitstun | [1] | [Init, Action, Manual, Subentity] | Basic |
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Sets an attack's hitstun. Same functionality as AttackFrameAdvantage, but in a more direct way. |
AttackBlockstun | [1] | [Init, Action, Manual, Subentity] | Basic |
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Sets an attack's blockstun. Same functionality as AttackFrameAdvantage, but in a more direct way. |
AttackMinHitstun | [1] | [Init, Action, Manual, Subentity] | Basic |
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Sets an attack's minimum hitstun hitstun, regardless of proration. |
AttackHitstop | [1] | [Init, Action, Manual, Subentity] | |
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Sets an attack's hitstop, which is a small pause when the hit connects. |
AttackBlockstop | [1] | [Init, Action, Manual, Subentity] | |
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Sets an attack's blockstop, which is a small pause when the attack is blocked. |
AttackHitstopBlockstop | [2] | [Init, Action, Manual, Subentity] | |
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Sets an attack's hitstop and blockstop, which is a small pause when the attack hits or is blocked.
- Arg 1: Hitstop
- Arg 2: Blockstop
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AttackMustBlock | [1] | [Init, Action, Manual, Subentity] | Basic |
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Allows an attack to bypass blocking if the opponents doesn't have a corresponding CanBlock- flag. Only one MustBlock and CanBlock need to match for the attack to be blocked.
- Arg 1: Property to target (Low, Overhead...)
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AttackUnblockable | [1] | [Init, Action, Manual, Subentity] | Intermediate |
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Allows an attack to bypass blocking if the target has the specified flag. Useful for anti-airs (PF_Airborne) and throws (PF_Grounded), which have been made into helper functions.
- Arg 1: The flag to target
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AttackUnblockableGround | [0] | [Init, Action, Manual, Subentity] | Intermediate |
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This attack can't be blocked by grounded opponents. Equivalent to AttackUnblockable(PF_Grounded) |
AttackUnblockableAirborne | [0] | [Init, Action, Manual, Subentity] | Intermediate |
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This attack can't be blocked by airborne opponents. Equivalent to AttackUnblockable(PF_Airborne) |
AttackOverride | [0, 1] | [Init, Action, Manual, Subentity] | |
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Sets the next parameters to be part of an override. When said override is activated, the parameters will replace the regular ones. See the full documentation for more details.
- Arg 1: Override to set (leave empty to cancel)
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AttackOverrideMultiple | [1, 2, 3, 4, 5, 6] | [Init, Action, Manual, Subentity] | |
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Adds another override condition to the list, allowing for overrides depending on two distinct activations. See the full documentation for details.
- Arg 1: Override to add
- Arg 2: (Optional)
- Arg 3: (Optional)
- Arg 4: (Optional)
- Arg 5: (Optional)
- Arg 6: (Optional)
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AttackRecievedOverride | [1] | [Init, Action, Manual, Subentity] | |
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Activates an override on the last recieved attack.
- Arg 1: Override to activate
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AttackInflictedOverride | [1] | [Init, Action, Manual, Subentity] | |
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Activates an override on the last inflicted attack.
- Arg 1: Override to activate
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AttackMomentum | [1, 2, 3, 4] | [Init, Action, Manual, Subentity] | Basic |
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Sets an attacks's added momentum to the opponent on hit and block.
- Arg 1: Horizontal grounded momentum
- Arg 2: (Optional) Vertical grounded momentum
- Arg 3: (Optional) Horizontal airborne momentum
- Arg 4: (Optional) Vertical airborne momentum
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AttackMomentumHit | [1, 2, 3, 4] | [Init, Action, Manual, Subentity] | Intermediate |
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Sets an attacks's added momentum to the opponent on hit.
- Arg 1: Horizontal grounded momentum
- Arg 2: (Optional) Vertical grounded momentum
- Arg 3: (Optional) Horizontal airborne momentum
- Arg 4: (Optional) Vertical airborne momentum
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AttackMomentumBlock | [1, 2, 3, 4] | [Init, Action, Manual, Subentity] | Intermediate |
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Sets an attacks's added momentum to the opponent on block.
- Arg 1: Horizontal grounded momentum
- Arg 2: (Optional) Vertical grounded momentum
- Arg 3: (Optional) Horizontal airborne momentum
- Arg 4: (Optional) Vertical airborne momentum
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AttackInheritMomentum | [0, 1, 2, 4] | [Init, Action, Manual, Subentity] | Intermediate |
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Makes an attack inherit the momentum of the attacker, in permil. Happens on hit and block.
- Arg 1: Ratio of Ground X Momentum conserved in permil
- Arg 2: Ratio of Ground Y Momentum conserved in permil
- Arg 3: Ratio of Air X Momentum conserved in permil
- Arg 4: Ratio of Air Y Momentum conserved in permil
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AttackInheritMomentumHit | [0, 1, 2, 4] | [Init, Action, Manual, Subentity] | Intermediate |
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Makes an attack inherit the momentum of the attacker, in permil. Happens on hit.
- Arg 1: Ratio of Ground X Momentum conserved in permil
- Arg 2: Ratio of Ground Y Momentum conserved in permil
- Arg 3: Ratio of Air X Momentum conserved in permil
- Arg 4: Ratio of Air Y Momentum conserved in permil
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AttackInheritMomentumBlock | [0, 1, 2, 4] | [Init, Action, Manual, Subentity] | Intermediate |
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Makes an attack inherit the momentum of the attacker, in permil. Happens on block.
- Arg 1: Ratio of Ground X Momentum conserved in permil
- Arg 2: Ratio of Ground Y Momentum conserved in permil
- Arg 3: Ratio of Air X Momentum conserved in permil
- Arg 4: Ratio of Air Y Momentum conserved in permil
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AttackFloat | [1] | [Init, Action, Manual, Subentity] | Intermediate |
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Sets the opponent's gravity on hit to the specified value until the next attack. |
AttackCancel | [1, 2, 3, 4] | [Init, Action, Manual, Subentity] | Basic |
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Adds an attack cancel. These will be active automatically in the sitations given by the 3rd argument.
- Arg 1: State Name
- Arg 2: (Optional) Command in numpad notation. See InputTransition for more details. (Default: State Name)
- Arg 3: (Optional) Cancel situation using ATTACKCANCEL_ON flags (default: ATTACKCANCEL_ON_TOUCH_NEUTRAL)
- Arg 4: (Optional) Priority (Default: AttackCancelPriorityDefault config key)
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AttackAddRegisteredCancels | [1, 2, 3] | [Init, Action, Manual, Subentity] | Intermediate |
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Adds all attack cancels of a given type.
- Arg 1: Attack type
- Arg 2: (Optional) Cancel situation using ATTACKCANCEL_ON flags (default: ATTACKCANCEL_ON_TOUCH_NEUTRAL)
- Arg 3: (Optional) Priority (Default: AttackCancelPriorityDefault config key)
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AttackCancelPrefix | [0, 1] | [Action, Freeze, Manual, Subentity] | Intermediate |
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Set the prefix used when looking for attack cancels
- Arg 1: New prefix to use for this frame.
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AttackResetDoneCancels | [0] | [Init, Action, Manual, Subentity] | Advanced |
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Resets the list of used attacks in cancels, meaning you can use them again. Mostly used when returning to neutral. |