attack{#} {x} {y} {right} {down} {damage} {power} {block} {noflash} {pausetime} {z}
~An attack box which can hit bboxes
~OpenBoR supports 10 different attack boxes by default and {#} determines which one the frame is using. There's no space between 'attack' and {#} though.
~You can only have one type of attack box per frame (that is, you can't have two attack boxes or an attack and an attack4 box in the same frame). You can 'fake' an extra box or two by adding in extra frames with different boxes and changing the delay accordingly, but this takes up more memory (for the extra frames) and doesn't work perfectly, so try to do so sparingly.
~{x}, {y}, {right}, and {down} work exactly like in a bbox.
~{damage} determines how much damage the attack does. Setting it to 0 also works. Great for making launchers, slams and paralyze attacks.
~{power} is an integer value that determines how strong the knockdown effect of this attack. 0 means no knockdown, 1 means knockdown level 1, etc. This is used in conjunction with 'knockdowncount' (see above).
~{block} is a binary value which determines if an attack is unblockable.
~{noflash} is a binary value which controls whether the flash is displayed. 0 means flash, 1 means no flash.
~{pausetime} is an integer which will cause the attacker and attackee to be paused for {pausetime} if the attack hits something.
~{z} determines attackbox' width in z axis.
~If you change or repeat an attack box's declaration later in the animation, you can create combos in same animation. However, a certain amount of time must pass before targets can be hit again (This can be avoided with 'fastattack'). Also, you must have at least one frame with a blank attack box (One set to 'attack 0') between the two frames or sets of frames which combo.
~You can use negative numbers or numbers outside of the frame's edges.
~Can be used multiple times in one animation to change hit areas mid-animation
~When the attacking part of the animation is over, use 'attack 0'. Otherwise, the attack box will remain and can continue hitting people for the rest of the animation!
~Each 'attack{#}' has respective PAIN, FALL and DEATH animation. For instance, if attacker hits opponent with attack2, the latter will play PAIN2 (if attack2 doesn't knock him/her down) or FALL2 (if attack2 knocks him/her down) or DEATH2 (if attack2 kills him/her).