Defines a hit override. If the player is hit by an attack of the specified type, he will go to the specified state number instead of his default gethit behavior. Up to 8 hit overrides can be active at one time.
attr = attr_string (string)
Standard hit attribute string specifying what types of hits to override. See HitDef's description for the "attr" parameter.
stateno = value (int)
Specifies which state to go into if hit by a HitDef with the specified attributes.
slot = slot_no (int)
Specifies a slot number (0 to 7) to place this hit override in. Defaults to 0 if omitted.
time = effective_time (int)
Specifies how long this hit override should be active. Defaults to 1 (one tick). Set this to -1 to have this override last until overwritten by another one.
forceair = value (boolean)
If set to 1, the player's gethit variables will be set as if he was in an aerial state when hit. Useful if you want to force the player to fall down from any hit. Defaults to 0 if omitted.
If P1 has one or more active HitOverrides, P1 will not be affected by any of P2's matching HitDefs that have any of the following characteristics:
p1stateno parameter value is not -1
p2getp1state parameter value is 1
type = HitOverride
trigger1 = time = [0,6]
attr = SCA, AA, AP, AT ;Works against Standing, Crouching, and Air, All Attacks, All Projectiles, All Throws
stateno = 120 ;sends you back to guard
slot = 1
time = 1
forceair = 0
ignorehitpause = 1