Checks the attribute parameter of the player's currently-active HitDef.
If the player is not currently attacking, then no parameters will match.
Can be used for simple move-interrupts from weaker to stronger attacks in the CMD file.
Note: HitDefAttr != value1, value2 is logically equivalent to
!(HitDefAttr = value1, value2).
- Format:
- HitDefAttr [oper] value1, value2
- Arguments:
- [oper]
- =, !=
- value1
- A string that has at least one of the letters "S", "C"
and "A" for standing, crouching and aerial attacks
respectively. For example, "SA" is for standing and
aerial attacks.
- value2
A set of 2-character strings, separated by commas.
Each 2-character string must be of the form described:
The first character is either "N" for "normal", "S" for
"special", or "H" for "hyper". The second character must
be either "A" for "attack" (a normal hit attack) or "T"
for "throw". For example, "NA, ST" is for normal attacks
and special throws.
Assuming the attribute of the player's HitDef is in the
form:
arg1, arg2
then the trigger condition is determined to be true only
if arg1 is a subset of value1, AND arg2 is a subset of
value2.
See the "attr" parameter of the HitDef controller in
Appendix B for details.
- Return type:
- boolean int (1 or 0)
- Error conditions:
- none
Example:
trigger1 = HitDefAttr = A, HA
Triggers when the player is in an attack state, where
the current HitDef has the following attributes:
1. is an aerial attack
and 2. is a hyper (super) attack
trigger1 = HitDefAttr = SC, NA, SA
Triggers when the player is in an attack state, where
the current HitDef has the following attributes:
1. is either a standing or a crouching attack
and 2. is either a normal attack or a special attack