Sorry about that. When I said instance, I just meant another copy of the event.
Here's the event as copied from the wiki:
06020200 Change Hitbox Size
Changes a specific hitbox's size to the new amount. Only guaranteed to work on Offensive Collisions.
Hitbox ID of the hitbox to be changed.
Size New size of the hitbox.
For a hitbox that steadily increases in size, you would do something like this:
Hitbox (Size A)
Timer
Change Hitbox Size (Size B)
Timer
Change Hitbox Size (Size C)
You can repeat the Timer and Size Change as many times a you like, but you have to remember that the Size parameter is the
new size, NOT the amount you want to increase the size by.
A possible (more complex, but more elegant) alternative would be a loop such as this one (with Y as a variable, X and n as whatever numbers you want to use, and my comments in brackets(those, obviously, don't go into PSA
):
Set Variable Y [Pick a variable (not sure what type) and store your desired hitbox starting size in it.]
Hitbox (Size Y) [Set the Size here to your variable. I haven't tested this, so if it won't accept variables, you'll need to use the first method I posted.
Set Loop Z Times [Set Z to the number of times you want it to change size. Opens loop.]
Synchronous Timer [Determines how often the hitbox size will increase]
Y=Y+n [Increase Y by n (however much you want it to increase by during each cycle)
Change Hitbox Size (Size Y) [Sets the Hitbox's Size to the newly modified Y]
Execute Loop [End of Loop]
I'm not sure if a variable will work for Hitbox Size or Change Hitbox Size, but if it does, this is probably your best option for steady growth (many stages of growth, rather than just three or four) with minimal drudge work (manually setting up various Change Hitbox Size events).
You can do something similar with GFX, but you'll need to recreate the Graphic each repetition, because there is no 'Change Graphic Size' event that I know of. Remember that GFX sizes vary from Hitbox sizes.
In short, use method one if you just want it to grow a few times or if method two fails. Use method two if it works and you want to have less 'jumpy' Hitbox growth.
All of the above can be adapted to multiple Hitboxes (with a little work), and work fine with Special Offensive Collision Hitboxes.