Module ssbm_utils::checks

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Expand description

Contains an assortment of helper functions to determine when various events occur in replays.

Functions§

  • Returns the difference between current percent and previous percent, clamped to 0 to prevent respawn from returning negative values
  • Returns true if the character is in any command grab state
  • Returns true if the character is in any tumble or reeling animation, or if they are in the jab reset animation
  • Returns true if the character is currently rolling or spot dodging
  • Returns true if the character is in any owned state
  • Returns true if the character is currently in a dying state (blast zone explosion, star KO, etc)
  • Returns true if the character’s attack has the electric property (affects hitlag duration). Does not include grabs (e.g. falco dthrow, pikachu bthrow)
  • Returns true if the character has the fastfall bitflag active
  • Returns true if the character is in any Capture animations. See also is_cmd_grabbed
  • Returns true if the character has the defender-hitlag bitflag active
  • Returns true if the character has the hitlag bitflag active
  • Returns true if the character has the hitstun bitflag active
  • Returns true if the character has the magnifying glass bitflag active
  • Returns trie if the character is currently hanging from the ledge or performing any ledge action
  • Returns true if the character took exactly 1% and were in the magnifying glass for the 60 previous frames
  • Returns true if the character has the shielding bitflag active
  • Returns true if the character is in any teching state. Does not included downed states. For Downed states, see is_downed()
  • Returns true if the character is currently being thrown
  • NOTE: experimental
  • Returns true if the player is in a state that allows v-cancelling. See this post for more details
  • Returns true if the current state is different from the previous state
  • Returns true if the current state is the target state and the previous state isn’t the target state
  • Returns true if the current state isn’t the target state and the previous state is the target state
  • Returns true if the character input anything that would trigger an L cancel (L Digital, R Digital, Z, or analog trigger)
  • Returns true if all of the target bits appear in the current frame, but do not appear in the previous frame. See alse: just_pressed_any
  • Returns true if any of the target bits appear in the current frame, but do not appear in the previous frame. See alse: just_pressed_all
  • Returns true if the current percent is higher than the previous percent