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Static Variables

ALL

Type

Int

Initial Value

n/a

Description

All body statuses will be applied.

DAMAGE_ARMOR

Type

Int

Initial Value

n/a

Description

Prevents damage and flinching up to the amount of damage specified by the bodyStatusStrength AnimationStats field. Attacking foes will still receive selfHitstop, and if the threshold is exceeded the full damage amount will be taken.

DAMAGE_RESISTANCE

Type

Int

Initial Value

n/a

Description

Prevents damage and flinching up to the amount of damage specified by the bodyStatusStrength AnimationStats field. Attacking foes will still receive selfHitstop, and if the threshold is exceeded the amount of damage received will be reduced by the amount specified by bodyStatusStrength.

INTANGIBLE

Type

Int

Initial Value

n/a

Description

Prevents interaction against foe hitboxes altogether.

INVINCIBLE

Type

Int

Initial Value

n/a

Description

Prevents taking damage, flinching, and being grabbed. Foes will still receive selfHitstop.

INVINCIBLE_GRABBABLE

Type

Int

Initial Value

n/a

Description

Prevents taking damage and flinching. Object remains grabbable and foes will still receive selfHitstop.

LAUNCH_ARMOR

Type

Int

Initial Value

n/a

Description

Prevents damage and flinching up to the amount of knockback velocity specified by the bodyStatusStrength AnimationStats field. Attacking foes will still receive selfHitstop, and if the threshold is exceeded the full knockback velocity amount will be applied.

LAUNCH_RESISTANCE

Type

Int

Initial Value

n/a

Description

Prevents damage and flinching up to the amount of knockback velocity specified by the bodyStatusStrength AnimationStats field. Attacking foes will still receive selfHitstop, and if the threshold is exceeded the amount of knockback velocity received will be reduced by the amount specified by bodyStatusStrength.

NONE

Type

Int

Initial Value

n/a

Description

No effect.

SUPER_ARMOR

Type

Int

Initial Value

n/a

Description

Prevents flinching. Damage will still be received, and attacking foes will still receive selfHitstop.