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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

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

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.

getTotalWallJumps():Int

Description

Returns the total number of wall jumps the character has performed this airtime

getType():Int

Description

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

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.

isDisabledBySingleUse(state?:Int):Bool

Description

Check if a state was used in the air while having the singleUse animation stat.

Parameters:

  • state - 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

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

resetSingleUse(state?:Int):Void

Description

Re-enable state(s) that were used in the air while having the singleUse animation stat.

Parameters:

  • state - The state to re-enable. If not specified, will re-enable all states

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

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.

setDoubleJumpCount(count:Int):Int

Description

setLives(lives:Int):Void

Description

setTotalWallJumps(count:Int):Int

Description

Sets the total number of wall jumps the character has performed this airtime

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:

  • state - The state to transition to.
  • animationOverride - Overrides the animation to use for the state transition.

updateAnimationStats(stats:Dynamic):Void

Description

updateCharacterStats(stats:CharacterStatsProps):Void

Description