Skip to the content.

Instance Functions

Function Name Description
attachToLedge(forceBodyLock?:Bool):Void
attemptLedgeGrab():Bool Initiates a ledge-grab flow, which may or may not result in the character grabbing a ledge
checkZeroToDeath(foe:Character, damageThreshold?:Int):Bool Check if eligible for zero-to-death


Parameters:
- damageThreshold - threshold damage required to be considered a zero-to-death
clearInputBuffer():Void
endAnimation():Void
getAirdashCount():Int
getAssistCharge():Float
getAssistName():String
getCharacterStat(name:String):Dynamic
getDamageCounterAssistSprite():Sprite
getDoubleJumpCount():Int
getFoes():Array
getHeldControls():ControlsObject
getLives():Int
getPlayerConfig():PlayerConfig
getPortColor():Int Returns color of the player's port. Returns cpuColor if character is CPU.
getPressedControls():ControlsObject
getScore():Score
getType():Int
inAerialAttackState():Bool
inAirdashCanceledAnimation():Bool
inHurtState():Bool
inSpecialAttackState():Bool
inStrongAttackChargeState():Bool
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 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 Checks if character has made the necessary inputs for a STRONG.

Use StrongInputType to check return values
releaseLedge():Void
setAirdashCount(count:Int):Int
setAssistCharge(value:Float):Void
setDoubleJumpCount(count:Int):Int
setLives(lives:Int):Void
updateAnimationStats(stats:Dynamic):Void
updateCharacterStats(stats:CharacterStatsProps):Void