
Board: Development
On topic, what kind of values are you expecting to store and retrieve using the "constants"? For what purpose? And what advantages does this method bring versus the commonly use of community animations, or projectile/explods ID checks?
Well, the thing is, this is not meant to be a replacement of animations and/or projectile explod checks. Those methods will always be more efficient for detecting true or false statements. A constant would provide meaningful data (position, state number, coordinates, etc).
I can provide a reasonable use: properly defining mid.pos and head.pos. The standard set by Elecbyte ONLY allows for one fixed value of head.pos, which is usually calculated in many different ways depending on the person. Some people calculate this using a stance sprite, while others use sprites 5000,0 or 5010,0. It's a hilarious mess.
Consider Sakura's throw, for example:



Get hits vary so wildly between characters that head.pos is quite frankly not good enough for binding her properly in this throw.
One possibility would be to introduce individual gethit mid.pos and head.pos. For example, we could define head and body positions for the 5000,XX and 5010,XX series of sprites. With this we can avoid the vagueness of the original head.pos constant and actually make neck / body hold throws not look strange in more characters.