GetHitVar/ja
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Trigger: GetHitVar(*)
When the player is in a gethit state, returns the value of the specified hit parameter.
- Format:
- GetHitVar(param_name)
- Arguments:
- param_name
- The name of the hit parameter to check. Valid values are:
- xveladd, yveladd, type, animtype, airtype, groundtype, damage, hitcount, fallcount, hitshaketime, hittime, slidetime, ctrltime, recovertime, xoff, yoff, zoff, xvel, yvel, yaccel, hitid, chainid, guarded, fall, fall.damage, fall.xvel, fall.yvel, fall.recover, fall.time, fall.recovertime.
- Return type:
- Depends on specified hit parameter. See Details.
Error conditions: none
- Details:
- xveladd: Returns the additional x-velocity that is added to the player's own when he is KOed. (float)
- yveladd: Returns the additional y-velocity that is added to the player's own when he is KOed. (float)
- type: Returns the type of the hit: 0 for none, 1 for high, 2 for low, 3 for trip (ground only).
- animtype: Returns the animation type of the hit. (0 for light, 1 for medium, 2 for hard, 3 for back, 4 for up, 5 for diag-up)
- airtype: Returns the type specified in the HitDef for an air hit.
- groundtype: Returns the type specified in the HitDef for a ground hit.
- damage: Returns the damage given by the hit. (int)
- hitcount: Returns the number of hits taken by the player in current combo. (int)
- fallcount: Returns the number of times player has hit the ground in the current combo. (int)
- hitshaketime: Returns time player is "frozen" during the hit. This number counts down by 1 for each game tick, and stops when it reaches zero. (int)
- hittime: Returns time before player regains control and returns to an idle state after being hit. This counts down by 1 per game tick, as long as hitshaketime (see above) is greater than 0. It stops counting down when the value reaches -1. (int) "GetHitVar(hittime) < 0" is equivalent to the HitOver trigger.
- slidetime: Returns time that player slides backwards (on the ground) after the hit. (int)
- ctrltime: Returns time before player regains control after guarding the hit. (int)
- recovertime: Returns time before player gets up from liedown state This number counts down to 0 for each game tick, and will count down faster if buttons are hit. (int)
- xoff: "Snap" x offset when hit (deprecated)
- yoff: "Snap" y offset when hit (deprecated)
- xvel: Fixed x-velocity imparted by hit. (float)
- yvel: Fixed y-velocity imparted by hit. (float)
- yaccel: y acceleration set by the hit. (float)
- chainid: Player-assigned chainID for last hit taken. (int)
- guarded: True if the last hit was guarded, false otherwise.
- isbound: True if the player is the subject of an attacker's TargetBind controller. Useful to prevent being stuck in thrown states. (int)
- fall: True if falling, false otherwise (int)
- fall.damage: Damage taken upon fall (int)
- fall.xvel: x velocity after bouncing off ground (float)
- fall.yvel: y velocity after bouncing off ground (float)
- fall.recover: True if player can recover, false otherwise.
- fall.recovertime: time before player can recover. (int)
- fall.kill: value of fall.kill parameter in attacker's hitdef. (int)
- fall.envshake.time: See below. (int)
- fall.envshake.freq: See below. (float)
- fall.envshake.ampl: See below. (int)
- fall.envshake.phase: Returns values set by the fall.envshake.* parameters in an attacker's hitdef. (float)
Example:
trigger1 = GetHitVar(yvel) < -5.5 Triggers if the hit's specified y velocity is less than -5.5.