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ect_sfxt [2022/05/28 02:44] eternal |
ect_sfxt [2022/05/30 22:14] (current) eternal |
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|^ Target Lock (Type 0) ||||||| | |^ Target Lock (Type 0) ||||||| | ||
|| Used for throws or other animations where animation is pre-baked in for opponent such as supers. ||||||| | || Used for throws or other animations where animation is pre-baked in for opponent such as supers. ||||||| | ||
- | |^ Int 1 ^ Int 2 ^ Int 3 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | + | |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | |
- | || 0 = unlock, 1 = lock| Number Script to run | Unknown | Unknown | Unknown | Unknown | Unknown | | + | || 0 = unlock, 1 = lock | Number Script to run | Unknown | Unknown | Unknown | Unknown | Unknown | |
---- | ---- | ||
|^ Super Flash (Type 1) ||||||| | |^ Super Flash (Type 1) ||||||| | ||
|| The screen freeze during a super. Only need to set 1F window as it's an on/off switch. ||||||| | || The screen freeze during a super. Only need to set 1F window as it's an on/off switch. ||||||| | ||
- | |^ Int 1 ^ Int 2 ^ Int 3 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | + | |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | |
- | || 0=unfreeze 1=Freeze 2=?? | Total time to freeze defender in script frames | multiplier for attacker based on frame count of Int 2 (Int 2 = 200, Int 3 = 190 then freeze time runs at 95% speed. Best to keep Int 2 & 3 same values | Unknown | Unknown | Unknown | Unknown | | + | || 0=Unfreeze 1=Freeze 2=?? | Total time to freeze defender in script frames | multiplier for attacker based on frame count of Int 2 (Int 2 = 200, Int 3 = 190 then freeze time runs at 95% speed. Best to keep Int 2 & 3 same values | Unknown | Unknown | Unknown | Unknown | |
+ | |||
+ | ---- | ||
+ | |^ Unknown (Type 2) ||||||| | ||
+ | || Appears in Pandora metamorphosis (and possibly elsewhere) effect unknown ||||||| | ||
+ | |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | | ||
+ | || Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | | ||
---- | ---- | ||
|^ VFX (Type 3) ||||||| | |^ VFX (Type 3) ||||||| | ||
- | || Spawns a projectile script from the *.eff.bac file ||||||| | + | || Spawns a projectile script from the *.eff.bac file. Position is in relation to the character starting at ground level. ||||||| |
- | |^ Int 1 ^ Int 2 ^ Int 3 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06| | + | |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | |
- | || Script number to use | X position to spawn projectile | Y position to spawn projectile | Z position to spawn projectile | Unknown | Unknown | Unknown | | + | || Eff Script index to use| X position to spawn projectile | Y position to spawn projectile | Z position to spawn projectile | Unknown | Unknown | Unknown | |
---- | ---- | ||
|^ Tag-In (Type 4) ||||||| | |^ Tag-In (Type 4) ||||||| | ||
- | || Tag's your partner in to play field and changes who is on point. ||||||| | + | || Tags your partner into battlefield and changes who is on point. ||||||| |
- | |^ Int 1 ^ Int 2 ^ Int 3 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | + | |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | |
- | || Script index that partner will execute when entering battlefield | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | | + | || Script index that partner will execute when entering battlefield | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | |
---- | ---- | ||
|^ Tag-Out (Type 5) ||||||| | |^ Tag-Out (Type 5) ||||||| | ||
|| Tag point character out of the battlefield. If no character is left on battlefield then no commands will work. Make sure to have a Tag-In command in your script! ||||||| | || Tag point character out of the battlefield. If no character is left on battlefield then no commands will work. Make sure to have a Tag-In command in your script! ||||||| | ||
- | |^ Int 1 ^ Int 2 ^ Int 3 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | + | |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | |
- | || Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | | + | || Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | |
---- | ---- | ||
|^ Position Change (Type 6) ||||||| | |^ Position Change (Type 6) ||||||| | ||
|| Move the character this many units on this frame. Only moves characters on the first Start Tick frame. No reason to have a gap larger than 1 frame between Start and End ticks. ||||||| | || Move the character this many units on this frame. Only moves characters on the first Start Tick frame. No reason to have a gap larger than 1 frame between Start and End ticks. ||||||| | ||
- | |^ Int 1 ^ Int 2 ^ Int 3 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | + | |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | |
- | || If set to any value except 1, character will try to teleport to center stage. | Unknown, best to use 1 since that is what most scripts use. | Unknown, best to use 1 since that is what most scripts use. | X movement. Positive value moves towards opponent, negative moves away.| Y movement. Positive moves upwards. Negative moves down into ground. Resets when script ends. | Z movement. Positive value moves character model away from the screen. Negative value moves character towards screen. | Unknown | | + | || Controls how positioning is decided. 0 = based on stage. 1 = distance based on controlled character. 2 = movement based on opponent's position | Unknown, best to use 1 since that is what most scripts use. | X movement. If set to 2 then position is distance from opponent | Y movement. Positive moves upwards. Negative moves down into ground. Resets when script ends. | Z movement. Positive value moves character model away from the screen. Negative value moves character towards screen. | Unknown | |
---- | ---- | ||
|^ Throw Tech (Type 7) ||||||| | |^ Throw Tech (Type 7) ||||||| | ||
|| The frames that allow for a throw to be teched with a LP+LK input. A throw tech input at ANY time in the script before the Type 7's End Tick will trigger the tech. The tech itself will occur on any frame between the Start & End Ticks. ||||||| | || The frames that allow for a throw to be teched with a LP+LK input. A throw tech input at ANY time in the script before the Type 7's End Tick will trigger the tech. The tech itself will occur on any frame between the Start & End Ticks. ||||||| | ||
- | |^ Int 1 ^ Int 2 ^ Int 3 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | + | |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | |
- | || Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | | + | || Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | |
---- | ---- | ||
|^ Cross Assault (Type 8) ||||||| | |^ Cross Assault (Type 8) ||||||| | ||
- | || Triggers a cross assault where an AI (or second player) partner will tag in until the timer runs out ||||||| | + | || Triggers a cross assault where an AI (or second player) partner will tag in until the timer runs out. ||||||| |
- | |^ Int 1 ^ Int 2 ^ Int 3 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | + | |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | |
- | || Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | | + | || Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | |
+ | |||
+ | ---- | ||
+ | |^ Wall Jump (Type 9) ||||||| | ||
+ | || Runs a specific script when input next to a wall. ||||||| | ||
+ | |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | | ||
+ | || Script index to execute | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | | ||
+ | |||
+ | ---- | ||
+ | |^ Stance Change (Type 11) ||||||| | ||
+ | || Changes what stance the character is in. Only needs a 1F start/end window. ||||||| | ||
+ | |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | | ||
+ | || What stance to change to. | Disables certain inputs via flags (can be combined)| Unknown | Unknown | Unknown | Unknown | Unknown | | ||
+ | |||
+ | Int 1 known values: | ||
+ | 2 = Disable crouch (can still crouch attack/crouch block) | ||
+ | 4 = Disable jump | ||
+ | 256 = Disable forwards (can still dash / forward jump) | ||
+ | 512 = Disable backwards (can still back dash / back jump / block) | ||
+ | 1024 = Disable forward dash | ||
+ | 2048 = Disable back dash | ||
+ | 4096 = Disable blocking | ||
+ | |||
+ | ---- | ||
+ | |^ Air Tracking (Type 12) ||||||| | ||
+ | || Moves character towards opponent's position. Used in moves like Bison's EX head stomp ||||||| | ||
+ | |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | | ||
+ | || Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | | ||
+ | |||
+ | ---- | ||
+ | |^ Stick Control (Type 15) ||||||| | ||
+ | || Allows for moving the character left or right during a script. The start / end timing dictates how many frames you can control the character. ||||||| | ||
+ | |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | | ||
+ | || Forward speed | Backwards speed | Unknown | Unknown | Unknown | Unknown | Unknown | | ||
+ | |||
+ | ---- | ||
+ | |^ Camera control? (Type 19) ||||||| | ||
+ | || Modifies position of camera temporarily. The Start / End frames dictate how long to remain in that position. Values are integers that can be positive or negative ||||||| | ||
+ | |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | | ||
+ | || Unknown | Unknown | Unknown | X position. Positive is right; negative left | Y position. Positive is up; negative down | Z position positive is zoom in; negative zoom out | Unknown | | ||
+ | |||
+ | ---- | ||
+ | |^ Unknown (Type 21) ||||||| | ||
+ | || Something to do with items or stances? ||||||| | ||
+ | |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | | ||
+ | || Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | | ||
---- | ---- | ||
|^ Pandora (Type 23) ||||||| | |^ Pandora (Type 23) ||||||| | ||
|| Enables Pandora mode. Kills off partner, sets a death timer, fills super meter, increases damage by 10%, etc ||||||| | || Enables Pandora mode. Kills off partner, sets a death timer, fills super meter, increases damage by 10%, etc ||||||| | ||
- | |^ Int 1 ^ Int 2 ^ Int 3 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | + | |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | |
- | || If set to any value other than 0 the character will glow like it's in pandora but none of the pandora effects will trigger.| Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | | + | || If set to any value other than 0 the character will glow like it's in pandora but none of the Pandora effects will trigger. | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | |
+ | |||
+ | ---- | ||
+ | |^ Attack effect install (Type 26) ||||||| | ||
+ | || Causes next attack to feature a special effect. Exact mechanics not entirely understood. Values are done in flags and can be combined. ||||||| | ||
+ | |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | | ||
+ | || What effect to store for next attack | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | | ||
+ | |||
+ | Known values for Int 0: | ||
+ | 1 = Unblockable | ||
+ | 2 = Break Armor | ||
+ | 4 = Break Counter | ||
+ | 8 = Counterhit | ||
+ | |||
+ | ---- |