ModCS.Player
The ModCS.Player global object represents the player (Also known as My Character/ MYC).
ModCS.Player is userdata. You may access and edit the following values from it:
Value | Type | Usage |
---|---|---|
x |
Pixel Unit | The player's X position. |
y |
Pixel Unit | The player's Y position. |
tgt_x |
Number (Casted to integer) | The player's camera X focus position. |
tgt_y |
Number (Casted to integer) | The player's camera Y focus position. |
index_x |
Number (Casted to integer) | The player's X camera movement from facing direction. |
index_y |
Number (Casted to integer) | The player's Y camera movement from facing direction. |
xm |
Pixel Unit | X velocity of the Player. |
ym |
Pixel Unit | Y velocity of the Player. |
ani_no |
Number (Casted to integer) | Animation frame value. |
ani_wait |
Number (Casted to integer) | Animation timer value. |
direct |
Direction | The player's direction. |
boost_fuel |
Number (Casted to integer) | The fuel of the Player's Booster. |
air |
Number (Casted to integer) | Air value of the player. |
fire_rate |
Number (Casted to integer) | Firerate of the players weapon ("Rensha") |
ammo_empty |
Number (Casted to integer) | Timer of the "empty" caret until it vanishes. |
shock |
Number (Casted to integer) | The players invincibility value. Caps out at 255. |
splash |
Number (Casted to integer, BOOL) | Set to 1 if the player splashed in water. |
down |
Number (Casted to integer, BOOL) | Set to 1 if the player is facing down. |
up |
Number (Casted to integer, BOOL) | Set to 1 if the player is facing up. |
ques |
Number (Casted to integer) | If 1, a question mark will spawn. |
boost_sw |
Number (Casted to integer) | The boosters "direction". (Could be wrong.) |
unit |
Number (Casted to integer) | The players "unit" value. Used for different movement types. |
ModCS.Player.IsHit()
ModCS.Player.IsHit()
Returns true if the player is being hit. Returns false otherwise.
ModCS.Player.IsLookingDown()
ModCS.Player.IsLookingDown()
Returns true if the player is looking down. Returns false otherwise.
ModCS.Player.IsLookingUp()
ModCS.Player.IsLookingUp()
Returns true if the player is looking up. Returns false otherwise.
ModCS.Player.GetLife()
ModCS.Player.GetLife()
Returns the player's current life points.
ModCS.Player.AddLife()
ModCS.Player.AddLife(life)
Adds life
to the player's life points.
ModCS.Player.GetMaxLife()
ModCS.Player.GetMaxLife()
Returns the player's current maximum life points.
ModCS.Player.AddMaxLife()
ModCS.Player.AddMaxLife(life)
Adds life
to the player's max life points.
ModCS.Player.Damage()
ModCS.Player.Damage(damage)
Damages the player by damage
.
ModCS.Player.SetRect()
ModCS.Player.SetRect(left, top, right, bottom)
ModCS.Player.SetRect(rect)
Sets the Rect of the player to a Rect with left
, top
, right
, bottom
.
If a rect
is specified, set the Rect of the player to that Rect instead.
ModCS.Player.GetRect()
ModCS.Player.GetRect()
Returns the player's Rect.
ModCS.Player.OffsetRect()
ModCS.Player.OffsetRect(left, top, right, bottom)
Adds left
, top
, right
, bottom
to the the left
, top
, right
, bottom
values of the Rect of the player.
right
and bottom
are optional parameters. If they are not specified, left
and top
will be used in their place instead.
ModCS.Player.SetViewbox()
ModCS.Player.SetViewbox(front, top, back, bottom)
ModCS.Player.SetViewbox(rangerect)
Sets the sprite offset of the Player to a RangeRect with front
, top
, back
, bottom
.
If a rangerect
is specified, set the sprite offset of the Player to that RangeRect instead.
ModCS.Player.SetHitbox()
ModCS.Player.SetHitbox(front, top, back, bottom)
ModCS.Player.SetHitbox(rangerect)
Sets the hitbox of the Player to a RangeRect with front
, top
, back
, bottom
.
If a rangerect
is specified, set the hitbox of the Player to that RangeRect instead.
ModCS.Player.GetViewbox()
ModCS.Player.GetViewbox()
Returns the sprite offset RangeRect of the player.
ModCS.Player.GetHitbox()
ModCS.Player.GetHitbox()
Returns the hitbox RangeRect of the player.
ModCS.Player.SetArmsYOffset()
ModCS.Player.SetArmsYOffset(offset)
Sets the vertical sprite offset of the weapon sprite next to the player to offset
.
ModCS.Player.ProcessAir()
ModCS.Player.ProcessAir()
Runs the vanilla games "air processing" function. This will already get ran if ModCS.Player.unit is 0.