Instance Functions
addAssistChargeDivider(percentage:Float):Void
description
Adds a divider to the assist bar at proposed charge percentage if one is not already there. Parameters:
- 0 -> 1 value. 0 representing an empty bar and 1 a full bar.
addIconToDamageCounterReserve(content:String, animation?:String, index?:Int):Void
description
Adds sprite and animation to the icon reserve at the specified index.
Parameters:
- If ignored, the sprite will be automatically added to the end of the reserve.
attachToLedge(forceBodyLock?:Bool):Void
attemptLedgeGrab():Bool
description
Initiates a ledge-grab flow, which may or may not result in the character grabbing a ledge
attemptStructureLedgeGrab(structure:Structure, isLeftLedge:Bool):Bool
description
Initiates a ledge-grab flow on a particular structure, which may or may not result in the character grabbing a ledge.
The character's state is not taken into account, only if the structure's ledge is available. Parameters:
- Structure to attempt to ledge-grab
- Bool True if the left ledge is to be grabbed, False if the right ledge is to be grabbed
checkZeroToDeath(foe:Character, damageThreshold?:Int):Bool
description
Check if eligible for zero-to-death
Parameters:
- threshold damage required to be considered a zero-to-death
clearInputBuffer():Void
disableRespawnTimer():Void
description
Disable the respawn timer. Will be automatically be re-enabled if the character enters KO state afterwards.
endAnimation():Void
forceLand(options:ForceLandOptions):Void
description
This function does the necessary functions on landing like resetting your jumps, disabling your fastfall, etc. This also dispatches GameObjectEvent.LAND events. Also note that this function automatically calls preLand() Parameters:
- Whether to play the default vfx on land.
- Whether to play the land animation, respects animation stats.
getAirdashCount():Int
getAssistCharge():Float
getAssistChargeLevel():Int
description
Returns how many assist charge levels have been passed. Reaching full bar also counts as a level.
getAssistContentStat(name:String):Dynamic
getAssistController():AssistController
getAssistName():String
getAssists():Array<Assist>
getCharacterStat(name:String):Dynamic
getDamageCounterAssistSprite():Sprite
getDamageCounterName():String
description
Gets the current display name on the damage counter
getDamageCounterRenderSpriteFront():Sprite
description
Returns the character sprite displayed on the front layer of the damage counter
getDamageCounterReserveIcons():Array<Sprite>
description
Returns array of the sprites currently in reserve.
getDamageCounterScore():Int
description
Get the score that is currently displayed on the damage counter. Not necessarily the score used to determine the winner.
getDefaultDamageCounterName():String
description
Gets the default damage counter display name
getDoubleJumpCount():Int
getFoes():Array<Character>
getHeldControls():ControlsObject
description
Returns the held controls for the character. This data may be modified by the input buffer or other input post-processing.
getLives():Int
getPlayerConfig():PlayerConfig
getPlayerTagContainer():Container
description
Get container of the player tag if it exists.
getPortColor():Int
description
Returns color of the player's port. Returns cpuColor if character is CPU.
getPressedControls():ControlsObject
description
Returns the pressed controls for the character. This data may be modified by the input buffer or other input post-processing.
getRawHeldControls():ControlsObject
description
Returns the raw held controls for the character. This data is not modified by the input buffer or any other input post-processing.
getScore():Score
getStartDamage():Float
description
Get the damage applied at the start of each life
getStockIconSprites():null
description
Returns the stock icon sprites. The array icons corresponds to the sprites for te first four stocks and compactIcon corresponds to the sprite displayed when at 5 or more stocks.
getTotalWallClings():Int
description
Returns the total number of wall clings the character has performed this airtime
getTotalWallJumps():Int
description
Returns the total number of wall jumps the character has performed this airtime
getType():Int
getVisible():Bool
description
Returns true if the character is visible, respects match modifiers
inActionableState():Bool
description
Returns true if the character is in a state that is free to act out of, like idle or fall.
inAerialAttackState():Bool
inAirdashCanceledAnimation():Bool
inBufferInputState():Bool
description
Helper for determining if the character is in a state that should cause inputs to be buffered. This includes some non-state related conditions like being in hitstop or shieldstun.
inDamageMode():Bool
description
Determine whether the character is in damage mode or is using stamina
inHurtState():Bool
inSpecialAttackState():Bool
inStrongAttackChargeState():Bool
isBufferInputState(state:Int):Bool
description
Helper for checking if a state is valid state for inputs to be buffered.
isDisabledBySingleUse(state?:Int):Bool
description
Check if a state was used in the air while having the singleUse animation stat.
Parameters:
- The state to check. If not specified, checks the current state
isFirstInputUpdate():Bool
description
Returns true during inputUpdateHook() execution if this is the first input update check for the character on the current frame. Note that when transitioning between states there is the possibilty of multiple input update checks in a single frame due to the input buffer.
isForcedGetup():Bool
performHitstopNudge(up:Bool, down:Bool, left:Bool, right:Bool, nudgeMultiplier:Float):Void
playAttackVoice():Void
playHurtHeavyVoice():Void
playHurtLightVoice():Void
playHurtMediumVoice():Void
playKoVoice():Void
preLand(effect?:Bool):Void
description
This function does the necessary functions pre-landing like resetting your jumps, disabling your fastfall, etc. Note that running this function by itself will not actually put you in a landing animation necessarily. Also note that this function runs automatically when calling forceLand()
pressedStrongAttack():Int
description
Checks if character has made the necessary inputs for a STRONG.
Use StrongInputType to check return values
releaseLedge():Void
removeAssistChargeDivider(percentage:Float):Void
description
Removes an assist bar divider from specified charge percentage if one is found. Parameters:
- 0 -> 1 value. 0 representing an empty bar and 1 a full bar.
removeIconFromDamageCounterReserve(index?:Int):Void
description
Removes the sprite at index from the icon reserve. Parameters:
- If ignored, the sprite at the end of the reserve will be removed.
resetSingleUse(state?:Int):Void
description
Re-enable state(s) that were used in the air while having the singleUse animation stat.
Parameters:
- The state to re-enable. If not specified, will re-enable all states
setAirdashCount(count:Int):Int
setAssistCharge(value:Float):Void
setAssistCornerIcon(content:String, animation?:String):Void
description
Sets a sprite icon in the corner of the assist bar. When an icon is in place, assist portraits will not appear on the bar.
Parameters:
- Set to null for no icon.
setAssistCutinAnimation(animation:String):Void
setDamageCounterName(name:String):Void
description
Sets the display name on the damage counter Parameters:
- the new display name
setDamageCounterScore(newScore:Int, options?:ScoreUpdateOptions):Void
description
Update the score that should be displayed on the damage counter. Not necessarily the score used to determine the winner.
setDamageMode(damageMode:Bool):Void
description
Toggle damage mode or stamina for the current character
setDoubleJumpCount(count:Int):Int
setLives(lives:Int):Void
setTotalWallClings(count:Int):Int
description
Sets the total number of wall clings the character has performed this airtime
setTotalWallJumps(count:Int):Int
description
Sets the total number of wall jumps the character has performed this airtime
startBodySparkleEffect(options?:BodySparkleEffectOptions):TFrameTimer
description
Display an effect over the character.
BodySparkleEffect options:
color:Int = 0x000000
- Hex RGB color for sparkle.
sparkleEffect:String = null
- VFX to spawn; "animation" or "spriteContent#animation".
sparkleInterval:Int = 0
- Frames between individual sparkles (FrameTimer).
sparkleRandomRotation:Bool = false
- Give each sparkle a random rotation.
boxType:Int = CollisionBoxType.NONE
- Which collision box type to sample for positions.
duration:Int = 0
- Total lifetime in frames; effect completes when this finishes.
fadeIn:Int = 0
- Fade-in duration in frames.
fadeOut:Int = 0
- Fade-out duration in frames.
toStateFromInput(state:Int, animationOverride?:String):Void
description
Transitions the entity to a new state, taking into account the object's state transition map and animation rules. Note that the the target state is not guaranteed to be the current state after this function is called, so it's important to check the state after calling this function if you need to know the result. Respects turbo mode cancel logic Parameters:
- The state to transition to.
- Overrides the animation to use for the state transition.