Instance Functions
attachToLedge(forceBodyLock?:Bool):Void
Description
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 - Structure to attempt to ledge-grab
- isLeftLedge - 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:
- damageThreshold - threshold damage required to be considered a zero-to-death
clearInputBuffer():Void
Description
endAnimation():Void
Description
getAirdashCount():Int
Description
getAssistCharge():Float
Description
getAssistContentStat(name:String):Dynamic
Description
getAssistController():AssistController
Description
getAssistName():String
Description
getAssists():Array<Assist>
Description
getCharacterStat(name:String):Dynamic
Description
getDamageCounterAssistSprite():Sprite
Description
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
getDefaultDamageCounterName():String
Description
Gets the default damage counter display name
getDoubleJumpCount():Int
Description
getFoes():Array<Character>
Description
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
Description
getPlayerConfig():PlayerConfig
Description
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
Description
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.
getType():Int
Description
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
Description
inAirdashCanceledAnimation():Bool
Description
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.
inHurtState():Bool
Description
inSpecialAttackState():Bool
Description
inStrongAttackChargeState():Bool
Description
isBufferInputState(state:Int):Bool
Description
Helper for checking if a state is valid state for inputs to be buffered.
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
Description
performHitstopNudge(up:Bool, down:Bool, left:Bool, right:Bool, nudgeMultiplier:Float):Void
Description
playAttackVoice():Void
Description
playHurtHeavyVoice():Void
Description
playHurtLightVoice():Void
Description
playHurtMediumVoice():Void
Description
playKoVoice():Void
Description
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 toLand()
pressedStrongAttack():Int
Description
Checks if character has made the necessary inputs for a STRONG.
Use StrongInputType to check return values
releaseLedge():Void
Description
setAirdashCount(count:Int):Int
Description
setAssistCharge(value:Float):Void
Description
setAssistCutinAnimation(animation:String):Void
Description
setDamageCounterName(name:String):Void
Description
Sets the display name on the damage counter Parameters:
- name - the new display name