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Jan 22nd, 2020
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  1. set_num_hitboxes(AT_NSPECIAL, 1);
  2.  
  3. set_hitbox_value(AT_NSPECIAL, 1, HG_HITBOX_TYPE, 2);
  4. set_hitbox_value(AT_NSPECIAL, 1, HG_WINDOW, 2);
  5. set_hitbox_value(AT_NSPECIAL, 1, HG_LIFETIME, 330);
  6. set_hitbox_value(AT_NSPECIAL, 1, HG_HITBOX_X, 32);
  7. set_hitbox_value(AT_NSPECIAL, 1, HG_WIDTH, 90);
  8. set_hitbox_value(AT_NSPECIAL, 1, HG_HEIGHT, 60);
  9. set_hitbox_value(AT_NSPECIAL, 1, HG_PRIORITY, 3);
  10. set_hitbox_value(AT_NSPECIAL, 1, HG_DAMAGE, 2);
  11. set_hitbox_value(AT_NSPECIAL, 1, HG_ANGLE, 90);
  12. set_hitbox_value(AT_NSPECIAL, 1, HG_BASE_KNOCKBACK, 2);
  13. set_hitbox_value(AT_NSPECIAL, 1, HG_KNOCKBACK_SCALING, .1);
  14. set_hitbox_value(AT_NSPECIAL, 1, HG_BASE_HITPAUSE, 5);
  15. set_hitbox_value(AT_NSPECIAL, 1, HG_PROJECTILE_GROUND_BEHAVIOR, 1);
  16. set_hitbox_value(AT_NSPECIAL, 1, HG_PROJECTILE_ENEMY_BEHAVIOR, 1);
  17. set_hitbox_value(AT_NSPECIAL, 1, HG_VISUAL_EFFECT_Y_OFFSET, -16);
  18. set_hitbox_value(AT_NSPECIAL, 1, HG_PROJECTILE_IS_TRANSCENDENT, true);
  19. set_hitbox_value(AT_NSPECIAL, 1, HG_PROJECTILE_SPRITE, sprite_get("nspecial_proj"));
  20. set_hitbox_value(AT_NSPECIAL, 1, HG_PROJECTILE_MASK, sprite_get("nspecial_proj"));
  21. set_hitbox_value(AT_NSPECIAL, 1, HG_PROJECTILE_ANIM_SPEED, 1);
  22. set_hitbox_value(AT_NSPECIAL, 1, HG_PROJECTILE_VSPEED, -1);
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