# Event Scripts
# Every frame
# update.gml
Called every frame. This is the standard script for adding constant behavior to the game.
if state == PS_TECH_GROUND and state_timer == 1 {
sound_play(sound_get("woah"))
}
# attack_update.gml
Called every frame when the character is attacking. The attack
variable contains the current attack type.
if (attack == AT_NSPECIAL || attack == AT_FSPECIAL || attack == AT_DSPECIAL || attack == AT_USPECIAL){
trigger_b_reverse();
}
if attack == AT_DSPECIAL {
hsp = 0
}
# In Response
# set_attack.gml
Called at the beginning of every attack. Used to replace the attack in special conditions.
if attack == AT_DSPECIAL && free {
set_attack(AT_DSPECIAL_AIR)
}
# death.gml
Called when your character dies. Useful for resetting variables or deleting articles.
laser_charge = 0
if my_cloud != noone {
my_cloud.should_die = true
}
# Hit events
To change the knockback given, change orig_knock
on the hit character.
You can disable the purple kill effect by setting should_make_shockwave
to false
on the hit character.
# hit_player.gml
Called when you hit another character with any hitbox.
hit_player_obj
- the oPlayer instance that was hit.hit_player
- the player number of the hit character (player 1, player 2, etc.).my_hitboxID
- the hitbox you hit them with.
if my_hitboxID.attack == AT_NAIR {
can_jump = true;
}
# got_hit.gml
Called when you are hit by any hitbox.
hit_player_obj
- Misleading. Whatever instance created the hitbox that hit you. May not be anoPlayer
instance.hit_player
- Misleading. The player number of thehit_player_obj
(player 1, player 2, etc).enemy_hitboxID
- the hitbox you were hit with.
used_uspecial = false
lightning_buff_active = false
# Parrying events
# parry.gml
Called when you parry a hitbox.
hit_player_obj
- Misleading. The player object whose hitbox you parried.hit_player
- Misleading. The player number of thehit_player_obj
(player 1, player 2, etc).enemy_hitboxID
- the hitbox you parried.
sound_play(sound_get("ohno"));
shake_camera(5, 12)
# got_parried.gml
Called when your hitbox is parried.
hit_player_obj
- Misleading. The player object who parried your hitbox.hit_player
- Misleading. The player number of the `hit_player_obj (player 1, player 2, etc).my_hitboxID
- the hitbox that was parried.
if (my_hitboxID.attack == AT_USPECIAL){
state = PS_PRATFALL;
}
# User Events
user_event[0 – 15].gml
You can call these scripts manually with the user_event()
function, making them similar to
define
functions that are accessible from multiple
files.
The Assistant lets you use any define across multiple files.