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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.

updateAnimationStats(stats:Dynamic):Void

updateCharacterStats(stats:CharacterStatsProps):Void