utils #
Overview #
The utils.lua
module provides various utility functions for handling game state, attacks, and movements in a Lua-based game scripting environment. These functions are essential for implementing game logic and responding to different game conditions.
Function List #
IsWSpunish
IsSpecialStatus
GetTimeUntilImpact
IsGettingWallSplatted
IsCrouching
IsGettingGroundHit
IsCrouchBack
IsGettingCounterHit
IsAttackUnblockable
IsAirborne
IsPowerCrush
CanCounter
IsAttackStarting
IsAttackLow
IsAttackMid
IsAttackHigh
IsAttackThrow
IsOnGround
IsBlocking
IsGettingHit
IsPunish
IsMoveChanged
IsWhileStanding
IsStartedBeingThrown
GetActiveFrames
getFa
IsAttackWhiffing
is_Whiffing
get_combo
is_starting_attack
IsWSpunish
#
Description: Checks if the player can punish an opponent's attack during a crouch state.
Usage:
local result = utils.IsWSpunish(self, enemy)
Parameters:
self
(table): The player object.enemy
(table): The opponent's attack details.
Returns:
true
if the player can punish; otherwise,false
.
Example:
local canPunish = utils.IsWSpunish(player, opponent)
print(canPunish) -- Output: true or false
IsSpecialStatus
#
Description: Checks if the player is in a special status like knockdown or juggle.
Usage:
local result = utils.IsSpecialStatus(self)
Parameters:
self
(table): The player object.
Returns:
true
if the player is in a special status; otherwise,false
.
Example:
local specialStatus = utils.IsSpecialStatus(player)
print(specialStatus) -- Output: true or false
GetTimeUntilImpact
#
Description: Calculates the number of frames until an attack impacts the opponent.
Usage:
local time = utils.GetTimeUntilImpact(attacker)
Parameters:
attacker
(table): The attacker object.
Returns:
- The number of frames until impact.
Example:
local timeUntilImpact = utils.GetTimeUntilImpact(attack)
print(timeUntilImpact) -- Output: number of frames
IsGettingWallSplatted
#
Description: Checks if the player is currently wall splatted.
Usage:
local result = utils.IsGettingWallSplatted(self)
Parameters:
self
(table): The player object.
Returns:
true
if the player is wall splatted; otherwise,false
.
Example:
local isWallSplatted = utils.IsGettingWallSplatted(player)
print(isWallSplatted) -- Output: true or false
IsCrouching
#
Description: Checks if the player is in a crouching state.
Usage:
local result = utils.IsCrouching(self)
Parameters:
self
(table): The player object.
Returns:
true
if the player is crouching; otherwise,false
.
Example:
local isCrouching = utils.IsCrouching(player)
print(isCrouching) -- Output: true or false
IsGettingGroundHit
#
Description: Checks if the player is grounded and hit.
Usage:
local result = utils.IsGettingGroundHit(self)
Parameters:
self
(table): The player object.
Returns:
true
if the player is grounded and hit; otherwise,false
.
Example:
local isGroundHit = utils.IsGettingGroundHit(player)
print(isGroundHit) -- Output: true or false
IsCrouchBack
#
Description: Checks if the player is in a crouch-back state.
Usage:
local result = utils.IsCrouchBack(self)
Parameters:
self
(table): The player object.
Returns:
true
if the player is crouch-back; otherwise,false
.
Example:
local isCrouchBack = utils.IsCrouchBack(player)
print(isCrouchBack) -- Output: true or false
IsGettingCounterHit
#
Description: Checks if the player is receiving a counter hit.
Usage:
local result = utils.IsGettingCounterHit(self)
Parameters:
self
(table): The player object.
Returns:
true
if the player is getting counter hit; otherwise,false
.
Example:
local isCounterHit = utils.IsGettingCounterHit(player)
print(isCounterHit) -- Output: true or false
IsAttackUnblockable
#
Description: Checks if the attack is unblockable.
Usage:
local result = utils.IsAttackUnblockable(self)
Parameters:
self
(table): The attack object.
Returns:
true
if the attack is unblockable; otherwise,false
.
Example:
local isUnblockable = utils.IsAttackUnblockable(attack)
print(isUnblockable) -- Output: true or false
IsAirborne
#
Description: Checks if the attacker is airborne.
Usage:
local result = utils.IsAirborne(attacker)
Parameters:
attacker
(table): The attacker object.
Returns:
true
if the attacker is airborne; otherwise,false
.
Example:
local isAirborne = utils.IsAirborne(attacker)
print(isAirborne) -- Output: true or false
IsPowerCrush
#
Description: Checks if the move is a Power Crush.
Usage:
local result = utils.IsPowerCrush(self)
Parameters:
self
(table): The move object.
Returns:
true
if the move is a Power Crush; otherwise,false
.
Example:
local isPowerCrush = utils.IsPowerCrush(move)
print(isPowerCrush) -- Output: true or false
CanCounter
#
Description: Determines if a counterattack can be performed based on various conditions.
Usage:
local result = utils.CanCounter(frames, attacker, receiver, airborneOpp)
Parameters:
frames
(number): The number of frames the attack has.attacker
(table): The attacker object.receiver
(table): The receiver object.airborneOpp
(boolean): If the opponent is airborne.
Returns:
true
if a counterattack is possible; otherwise,false
.
Example:
local canCounter = utils.CanCounter(frames, attacker, receiver, airborneOpp)
print(canCounter) -- Output: true or false
IsAttackStarting
#
Description: Checks if an attack is starting based on the move timer and startup frames.
Usage:
local result = utils.IsAttackStarting(self)
Parameters:
self
(table): The attack object.
Returns:
true
if the attack is starting; otherwise,false
.
Example:
local isAttackStarting = utils.IsAttackStarting(attack)
print(isAttackStarting) -- Output: true or false
IsAttackLow
#
Description: Checks if the attack is a low attack.
Usage:
local result = utils.IsAttackLow(self)
Parameters:
self
(table): The attack object.
Returns:
- `true
if the attack is low; otherwise,
false`.
Example:
local isLow = utils.IsAttackLow(attack)
print(isLow) -- Output: true or false
IsAttackMid
#
Description: Checks if the attack is a mid attack.
Usage:
local result = utils.IsAttackMid(self)
Parameters:
self
(table): The attack object.
Returns:
true
if the attack is mid; otherwise,false
.
Example:
local isMid = utils.IsAttackMid(attack)
print(isMid) -- Output: true or false
IsAttackHigh
#
Description: Checks if the attack is a high attack.
Usage:
local result = utils.IsAttackHigh(self)
Parameters:
self
(table): The attack object.
Returns:
true
if the attack is high; otherwise,false
.
Example:
local isHigh = utils.IsAttackHigh(attack)
print(isHigh) -- Output: true or false
IsAttackThrow
#
Description: Checks if the attack is a throw.
Usage:
local result = utils.IsAttackThrow(self)
Parameters:
self
(table): The attack object.
Returns:
true
if the attack is a throw; otherwise,false
.
Example:
local isThrow = utils.IsAttackThrow(attack)
print(isThrow) -- Output: true or false
IsOnGround
#
Description: Checks if the player is on the ground.
Usage:
local result = utils.IsOnGround(self)
Parameters:
self
(table): The player object.
Returns:
true
if the player is on the ground; otherwise,false
.
Example:
local isOnGround = utils.IsOnGround(player)
print(isOnGround) -- Output: true or false
IsBlocking
#
Description: Checks if the player is blocking.
Usage:
local result = utils.IsBlocking(self)
Parameters:
self
(table): The player object.
Returns:
true
if the player is blocking; otherwise,false
.
Example:
local isBlocking = utils.IsBlocking(player)
print(isBlocking) -- Output: true or false
IsGettingHit
#
Description: Checks if the player is getting hit.
Usage:
local result = utils.IsGettingHit(self)
Parameters:
self
(table): The player object.
Returns:
true
if the player is getting hit; otherwise,false
.
Example:
local isGettingHit = utils.IsGettingHit(player)
print(isGettingHit) -- Output: true or false
IsPunish
#
Description: Determines if the player is in a position to punish an attack.
Usage:
local result = utils.IsPunish(self, attacker)
Parameters:
self
(table): The player object.attacker
(table): The attacker object.
Returns:
true
if the player can punish the attack; otherwise,false
.
Example:
local canPunish = utils.IsPunish(player, attacker)
print(canPunish) -- Output: true or false
IsMoveChanged
#
Description: Checks if the move has changed.
Usage:
local result = utils.IsMoveChanged(self)
Parameters:
self
(table): The move object.
Returns:
true
if the move has changed; otherwise,false
.
Example:
local moveChanged = utils.IsMoveChanged(move)
print(moveChanged) -- Output: true or false
IsWhileStanding
#
Description: Checks if the player is in a while-standing state.
Usage:
local result = utils.IsWhileStanding(self)
Parameters:
self
(table): The player object.
Returns:
true
if the player is while standing; otherwise,false
.
Example:
local isWhileStanding = utils.IsWhileStanding(player)
print(isWhileStanding) -- Output: true or false
IsStartedBeingThrown
#
Description: Checks if the player has started being thrown.
Usage:
local result = utils.IsStartedBeingThrown(self)
Parameters:
self
(table): The player object.
Returns:
true
if the player has started being thrown; otherwise,false
.
Example:
local startedBeingThrown = utils.IsStartedBeingThrown(player)
print(startedBeingThrown) -- Output: true or false
GetActiveFrames
#
Description: Gets the active frames of the current attack or move.
Usage:
local frames = utils.GetActiveFrames(self)
Parameters:
self
(table): The attack or move object.
Returns:
- The number of active frames.
Example:
local activeFrames = utils.GetActiveFrames(attack)
print(activeFrames) -- Output: number of active frames
getFa
#
Description: Retrieves the Frame Advantage (FA) of the current move.
Usage:
local fa = utils.getFa(self)
Parameters:
self
(table): The move object.
Returns:
- The Frame Advantage value.
Example:
local fa = utils.getFa(move)
print(fa) -- Output: Frame Advantage value
IsAttackWhiffing
#
Description: Checks if the attack is whiffing.
Usage:
local result = utils.IsAttackWhiffing(self)
Parameters:
self
(table): The attack object.
Returns:
true
if the attack is whiffing; otherwise,false
.
Example:
local isWhiffing = utils.IsAttackWhiffing(attack)
print(isWhiffing) -- Output: true or false
is_Whiffing
#
Description: Checks if the move is whiffing.
Usage:
local result = utils.is_Whiffing(self)
Parameters:
self
(table): The move object.
Returns:
true
if the move is whiffing; otherwise,false
.
Example:
local isWhiffing = utils.is_Whiffing(move)
print(isWhiffing) -- Output: true or false
get_combo
#
Description: Retrieves the current combo state.
Usage:
local combo = utils.get_combo(self)
Parameters:
self
(table): The player object.
Returns:
- The current combo state.
Example:
local comboState = utils.get_combo(player)
print(comboState) -- Output: combo state
is_starting_attack
#
Description: Checks if the attack is starting based on the move timer and startup frames.
Usage:
local result = utils.is_starting_attack(self)
Parameters:
self
(table): The attack object.
Returns:
true
if the attack is starting; otherwise,false
.
Example:
local isStartingAttack = utils.is_starting_attack(attack)
print(isStartingAttack) -- Output: true or false