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.


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