Attack Grid Indexes

Attack Data

These values affect every window of the attack. Used by

get_attack_value( attack, index )  Reference→
set_attack_value( attack, index, value )  Reference→
reset_attack_value( attack, index )  Reference→

Index Description
AG_CATEGORY 0 = Grounded only
1 = Aerial only
2 = Can be grounded or aerial
AG_SPRITE The sprite to use for the attack
AG_AIR_SPRITE The sprite to use for the attack while aerial. Only applies if AG_CATEGORY is 2
AG_HURTBOX_SPRITE The sprite to use for the attack’s hurtbox
AG_HURTBOX_AIR_SPRITE The sprite to use for the attack’s hurtbox while aerial. Only applies if AG_CATEGORY is 2
AG_NUM_WINDOWS Windows with indexes higher than this value will not naturally transition into later windows
AG_HAS_LANDING_LAG Only applies if AG_CATEGORY is 1
0 = Continues the attack when landing
1 = Applies landing lag normally
AG_OFF_LEDGE 0 = Stops at ledge
1 = Goes off ledge
AG_LANDING_LAG The number of landing lag frames applied when landing. If you whiff the attack, this value is multiplied by 1.5.
Only applies if AG_HAS_LANDING_LAG is 1
AG_STRONG_CHARGE_WINDOW If attack is held at the end of this window, the character will freeze and charge the attack before moving to the next window
AG_USES_CUSTOM_GRAVITY 0 = Attack uses default gravity
1 = Attack uses custom gravity. Values must be set for every window of the attack individually

Window Data

These values only affect a single window of the attack. Used by

get_window_value( attack, window, index )  Reference→
set_window_value( attack, window, index, value )  Reference→
reset_window_value( attack, window, index )  Reference→

Index Description
AG_WINDOW_TYPE 0 = Normal
7 = Goes into pratfall
8 = Goes to the next window if it’s on the ground, otherwise normal
9 = Looping window
10 = Goes to the next window if it’s on the ground, otherwise loops
AG_WINDOW_LENGTH The duration of the window, in frames
AG_WINDOW_ANIM_FRAMES The number of animation frames to display over the duration of the window
AG_WINDOW_ANIM_FRAME_START The animation frame on which the window starts
AG_WINDOW_HSPEED The horizontal speed to apply during the window in pixels per frame. The type of speed boost depends on AG_WINDOW_HSPEED_TYPE
AG_WINDOW_VSPEED The vertical speed to apply during the window in pixels per frame. The type of speed boost depends on AG_WINDOW_VSPEED_TYPE
AG_WINDOW_HSPEED_TYPE 0 = AG_WINDOW_HSPEED is applied on top of your current momentum as a boost
1 = Horizontal speed is set to AG_WINDOW_HSPEED on every frame of the window
2 = Horizontal speed is set to AG_WINDOW_HSPEED on the first frame of the window
AG_WINDOW_VSPEED_TYPE 0 = AG_WINDOW_VSPEED is applied on top of your current momentum as a boost
1 = Vertical speed is set to AG_WINDOW_VSPEED on every frame of the window
2 = Vertical speed is set to AG_WINDOW_VSPEED on the first frame of the window
AG_WINDOW_HAS_CUSTOM_FRICTION 0 = Uses default friction
1 = Uses custom friction
AG_WINDOW_CUSTOM_AIR_FRICTION The horizontal friction to apply per frame while aerial. Only applies if AG_WINDOW_HAS_CUSTOM_FRICTION is 1
AG_WINDOW_CUSTOM_GROUND_FRICTION The horizontal friction to apply per frame while grounded. Only applies if AG_WINDOW_HAS_CUSTOM_FRICTION is 1
AG_WINDOW_CUSTOM_GRAVITY The gravitational acceleration to apply every frame of the window. Only applies if AG_USES_CUSTOM_GRAVITY is 1
AG_WINDOW_HAS_WHIFFLAG 0 = Window is always the same length
1 = Window is 1.5x longer if you haven’t hit someone
AG_WINDOW_INVINCIBILITY 0 = No invincibility
1 = Invincible to all attacks
2 = Invincible to projectiles
AG_WINDOW_HITPAUSE_FRAME The animation frame to show during hitpause
0 = no specific frame
AG_WINDOW_CANCEL_TYPE 0 = Window does not cancel
1 = Cancels into the next window if attack is pressed (when on a jab, this allows it to be tilt-cancelled)
2 = Cancels into the next window if special is pressed
Cancels do not work if AG_WINDOW_TYPE is 8
AG_WINDOW_CANCEL_FRAME If AG_WINDOW_CANCEL_TYPE is greater than 0, the attack will become cancellable on this frame
AG_WINDOW_HAS_SFX 0 = Does not have a sound effect
1 = Has a sound effect
AG_WINDOW_SFX The index of the sound effect. Only applies if AG_WINDOW_HAS_SFX is 1
AG_WINDOW_SFX_FRAME The frame in the window that the sound effect is played. Only applies if AG_WINDOW_HAS_SFX is 1