Stats for a tangible ingame object that appears in a match.
Instance Variables
aerialFootPosition
Type
Float
Initial Value
0
Description
Foot collision point based on the relative vertical distance from the object's origin when the object is grounded. Note that positive numbers will have their signed flipped automatically since the foot position can never be beneath the object's origin point, so you may use positive numbers as a shorthand. Game Objects can override this value on specific animation frames by containing an ECB baked into the animation.
aerialFriction
Type
Float
Initial Value
0.15
Description
The deceleration speed of the game object if forward is not held and they're in the air.
aerialHeadPosition
Type
Float
Initial Value
80
Description
Head collision point based on the relative vertical distance from the object's origin when the object is grounded. Note that positive numbers will have their signed flipped automatically since the head position can never be beneath the object's origin point, so you may use positive numbers as a shorthand. The head position will also be forced to be no lower than the foot. Game Objects can override this value on specific animation frames by containing an ECB baked into the animation.
aerialHipWidth
Type
Float
Initial Value
25
Description
Width of wall collision detection area surrounding the object when the object is grounded. Game Objects can override this value on specific animation frames by containing an ECB baked into the animation.
aerialHipXOffset
Type
Float
Initial Value
0
Description
Horizontally displaces the position of the hips from the base position of the object by the specified value when the object is grounded. At zero, the left and right hips are evenly displaced on both sides. Game Objects can override this value on specific animation frames by containing an ECB baked into the animation.
aerialHipYOffset
Type
Float
Initial Value
0
Description
Vertically displaces the wall collision detection area on the object relative to the foot when the object is grounded. At zero, the hip is placed vertically halfway between the object's head and foot. This is the base value which is used when no collision body data is available. Game Objects can override this value on specific animation frames by containing an ECB baked into the animation.
aerialSpeedAcceleration
Type
Float
Initial Value
0.45
Description
Game object's aerial drift acceleration (and deceleration if holding the opposite direction).
aerialSpeedCap
Type
Float
Initial Value
2.5
Description
Max horizontal speed when in the air.
attackRatio
Type
Float
Initial Value
1
Description
Multiplier that is applied to knockback which gets assigned to HitboxStats on attack hit. This is similar to damageRatio but is instead applied to outgoing attacks from this object. This is especially useful for scaling up difficulty during single player matches.
baseScaleX
Type
Float
Initial Value
1
Description
Multiplies the base horizontal scale of the GameObject by the specified amount. The object will render by default at a multiple of baseScaleX and baseScaleY. Note that currently Special Angles AUTOLINK_STRONGER and AUTOLINK_STRONGEST will not function properly if this is set to a value other than 1.0.
baseScaleY
Type
Float
Initial Value
1
Description
Multiplies the base vertical scale of the GameObject by the specified amount. The object will render by default at a multiple of baseScaleX and baseScaleY. Note that currently Special Angles AUTOLINK_STRONGER and AUTOLINK_STRONGEST will not function properly if this is set to a value other than 1.0.
cameraBoxHeight
Type
Float
Initial Value
75
Description
Height of the camera box surrounding the object. The top left of the camera box will always be positioned so that it is mirrored over the Y-axis, with the bottom of the box flushed against the X axis. Use cameraBoxOffsetY to adjust the Y positioning from there.
cameraBoxOffsetX
Type
Float
Initial Value
25
Description
Offsets the X position of the camera box surrounding the object.
cameraBoxOffsetY
Type
Float
Initial Value
0
Description
Offsets the Y position of the camera box surrounding the object.
cameraBoxWidth
Type
Float
Initial Value
100
Description
Width of the camera box surrounding the object. The top left of the camera box will always be positioned so that it is mirrored over the Y-axis, with the bottom of the box flushed against the X axis. Use cameraBoxOffsetX to adjust the X positioning from there.
damageRatio
Type
Float
Initial Value
1
Description
Multiplier that is applied to received knockback. This is similar to attackRatio but is instead applied to incoming attacks. This is especially useful for scaling up difficulty during single player matches.
deathBoundsDestroy
Type
Bool
Initial Value
true
Description
Whether or not to destroy the object when it touches a stage's death bounds
floorFootPosition
Type
Float
Initial Value
0
Description
Foot collision point based on the relative vertical distance from the object's origin when the object is grounded. Note that positive numbers will have their signed flipped automatically since the foot position can never be beneath the object's origin point, so you may use positive numbers as a shorthand. Game Objects can override this value on specific animation frames by containing an ECB baked into the animation.
floorHeadPosition
Type
Float
Initial Value
80
Description
Head collision point based on the relative vertical distance from the object's origin when the object is grounded. Note that positive numbers will have their signed flipped automatically since the head position can never be beneath the object's origin point, so you may use positive numbers as a shorthand. The head position will also be forced to be no lower than the foot. Game Objects can override this value on specific animation frames by containing an ECB baked into the animation.
floorHipWidth
Type
Float
Initial Value
25
Description
Width of wall collision detection area surrounding the object while grounded. Game Objects can override this value on specific animation frames by containing an ECB baked into the animation.
floorHipXOffset
Type
Float
Initial Value
0
Description
Horizontally displaces the position of the hips from the base position of the object by the specified value when the object is grounded. At zero, the left and right hips are evenly displaced on both sides. Game Objects can override this value on specific animation frames by containing an ECB baked into the animation.
floorHipYOffset
Type
Float
Initial Value
0
Description
Vertically displaces the wall collision detection area on the object relative to the foot when the object is grounded. At zero, the hip is placed vertically halfway between the object's head and foot. This is the base value which is used when no collision body data is available. Game Objects can override this value on specific animation frames by containing an ECB baked into the animation.
friction
Type
Float
Initial Value
0.66
Description
Deceleration rate on the ground.
ghost
Type
Bool
Initial Value
false
Description
Whether or not to enable structure collisions.
gravity
Type
Float
Initial Value
0
Description
Fall acceleration.
groundSpeedAcceleration
Type
Float
Initial Value
0
Description
Game object's ground speed acceleration.
groundSpeedCap
Type
Float
Initial Value
15
Description
Max horizontal speed when in the air.
immovable
Type
Bool
Initial Value
false
Description
Immovable objects are immune to windboxes and cannot be pushed by other solid entities. They will still push other solid objects if both the object and animation's solid stat is true.
initialState
Type
Int
Initial Value
-1
Description
The initial state the object should be set to.
metadata
Type
Dynamic
Initial Value
null
Description
Additional Metadata
shadows
Type
Bool
Initial Value
true
Description
Whether or not to enable shadows globally on the game object.
solid
Type
Bool
Initial Value
true
Description
Solid entities' animations push other solid objects away unless their immovable stat true, and can be pushed by other solid objects unless their own immovable stat is true.
spriteContent
Type
String
Initial Value
null
Description
Content id path of the sprite to load for this GameObject
stateTransitionMapOverrides
Type
StateTransitionMap
Initial Value
null
Description
Map of states to animations/callbacks
terminalVelocity
Type
Float
Initial Value
0
Description
The terminal velocity of the owner Entity. This is the maximum limit to the speed at which an Entity can fall. Please note however that knockback is not taken into account.
weight
Type
Float
Initial Value
100
Description
Used to determine how hard the ground shakes when the Entity lands or hits a wall, also used to determine how light the Entity is for knockback velocity purposes.