Skip to content

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.