gameforge_define_combat_framedata
Define deterministic combat frame data—FPS, startup/active/recovery windows, hitstop, and normalized AABB hitboxes—to synchronize platformer or ARPG attacks and animations.
Instructions
Define deterministic animation & action-combat frame data (FPS, total frames, startup/active/recovery windows, hitstop freeze-frames in ms, and normalized AABB hitboxes) for crisp platformer or ARPG combat.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| fps | Yes | Playback frames per second (e.g. 12 for crisp sprite anims, 24 for fluid) | |
| looping | No | ||
| hitboxes | No | Active hitbox rectangles relative to character foot pivot in pixels | |
| clip_name | Yes | e.g. 'idle', 'run', 'slash_combo_1', 'dash', 'cast_holy', 'hitstun', 'death' | |
| hitstop_ms | No | Impact freeze-frame duration in milliseconds (e.g. 65) | |
| project_id | Yes | ||
| character_id | Yes | ||
| total_frames | Yes | ||
| active_frames | No | Frames where weapon/skill hitbox deals damage | |
| startup_frames | No | Wind-up telegraph frames before hitbox activates | |
| recovery_frames | No | Follow-through frames after active window |