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Nov 11th, 2019
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  1. set_attack_value(AT_USPECIAL, AG_CATEGORY, 2);
  2. set_attack_value(AT_USPECIAL, AG_SPRITE, sprite_get("uspecial"));
  3. set_attack_value(AT_USPECIAL, AG_NUM_WINDOWS, 5);
  4. set_attack_value(AT_USPECIAL, AG_HAS_LANDING_LAG, 4);
  5. set_attack_value(AT_USPECIAL, AG_OFF_LEDGE, 1);
  6. set_attack_value(AT_USPECIAL, AG_AIR_SPRITE, sprite_get("uspecial"));
  7. set_attack_value(AT_USPECIAL, AG_HURTBOX_SPRITE, sprite_get("uspecial_hurt"));
  8.  
  9. set_window_value(AT_USPECIAL, 1, AG_WINDOW_TYPE, 1);
  10. set_window_value(AT_USPECIAL, 1, AG_WINDOW_LENGTH, 8);
  11. set_window_value(AT_USPECIAL, 1, AG_WINDOW_ANIM_FRAMES, 4);
  12. set_window_value(AT_USPECIAL, 1, AG_WINDOW_VSPEED_TYPE, 1);
  13. set_window_value(AT_USPECIAL, 1, AG_WINDOW_VSPEED, 0);
  14. //set_window_value(AT_USPECIAL, 1, AG_WINDOW_HAS_SFX, 1);
  15. //set_window_value(AT_USPECIAL, 1, AG_WINDOW_SFX, sound_get("sfx_kris_ping"));
  16.  
  17. //Invis part of jump
  18. set_window_value(AT_USPECIAL, 2, AG_WINDOW_TYPE, 1);
  19. set_window_value(AT_USPECIAL, 2, AG_WINDOW_LENGTH, 20);
  20. set_window_value(AT_USPECIAL, 2, AG_WINDOW_ANIM_FRAMES, 1);
  21. set_window_value(AT_USPECIAL, 2, AG_WINDOW_ANIM_FRAME_START, 4);
  22. set_window_value(AT_USPECIAL, 2, AG_WINDOW_VSPEED_TYPE, 2);
  23. set_window_value(AT_USPECIAL, 2, AG_WINDOW_VSPEED, -16); //-14 base
  24.  
  25. //Coming out of invis
  26. set_window_value(AT_USPECIAL, 3, AG_WINDOW_TYPE, 1);
  27. set_window_value(AT_USPECIAL, 3, AG_WINDOW_LENGTH, 4);
  28. set_window_value(AT_USPECIAL, 3, AG_WINDOW_ANIM_FRAMES, 2);
  29. set_window_value(AT_USPECIAL, 3, AG_WINDOW_ANIM_FRAME_START, 5);
  30. //set_window_value(AT_USPECIAL, 3, AG_WINDOW_VSPEED_TYPE, 1);
  31. //set_window_value(AT_USPECIAL, 3, AG_WINDOW_VSPEED, 0);
  32.  
  33. //Flip
  34. set_window_value(AT_USPECIAL, 4, AG_WINDOW_TYPE, 1);
  35. set_window_value(AT_USPECIAL, 4, AG_WINDOW_LENGTH, 12);
  36. set_window_value(AT_USPECIAL, 4, AG_WINDOW_ANIM_FRAMES, 3);
  37. set_window_value(AT_USPECIAL, 4, AG_WINDOW_ANIM_FRAME_START, 7);
  38.  
  39. //Turnaround and fall
  40. set_window_value(AT_USPECIAL, 5, AG_WINDOW_TYPE, 1);
  41. set_window_value(AT_USPECIAL, 5, AG_WINDOW_LENGTH, 6);
  42. set_window_value(AT_USPECIAL, 5, AG_WINDOW_ANIM_FRAMES, 3);
  43. set_window_value(AT_USPECIAL, 5, AG_WINDOW_ANIM_FRAME_START, 10);
  44. //For falling attack, unused at the moment.
  45. /*
  46. set_window_value(AT_USPECIAL, 3, AG_WINDOW_VSPEED_TYPE, 2);
  47. set_window_value(AT_USPECIAL, 3, AG_WINDOW_VSPEED, 16);
  48. */
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