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ect_sfxt [2022/05/30 00:27] 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 | | ||
Line 9: | Line 9: | ||
|^ 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 | | ||
Line 15: | Line 15: | ||
|^ Unknown (Type 2) ||||||| | |^ Unknown (Type 2) ||||||| | ||
|| Appears in Pandora metamorphosis (and possibly elsewhere) effect unknown ||||||| | || Appears in Pandora metamorphosis (and possibly elsewhere) effect unknown ||||||| | ||
- | |^ 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 | | ||
Line 21: | Line 21: | ||
|^ VFX (Type 3) ||||||| | |^ VFX (Type 3) ||||||| | ||
|| Spawns a projectile script from the *.eff.bac file. Position is in relation to the character starting at ground level. ||||||| | || 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) ||||||| | ||
|| Tags your partner into battlefield 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 | | ||
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|^ 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 | | ||
Line 51: | Line 51: | ||
|^ 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) ||||||| | |^ Stance Change (Type 11) ||||||| | ||
|| Changes what stance the character is in. Only needs a 1F start/end window. ||||||| | || Changes what stance the character is in. Only needs a 1F start/end window. ||||||| | ||
- | |^ Int 1 ^ Int 2 ^ Int 3 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | + | |^ 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 | | || What stance to change to. | Disables certain inputs via flags (can be combined)| Unknown | Unknown | Unknown | Unknown | Unknown | | ||
- | Int 2 known values: | + | Int 1 known values: |
2 = Disable crouch (can still crouch attack/crouch block) | 2 = Disable crouch (can still crouch attack/crouch block) | ||
4 = Disable jump | 4 = Disable jump | ||
Line 68: | Line 74: | ||
2048 = Disable back dash | 2048 = Disable back dash | ||
4096 = Disable blocking | 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) ||||||| | |^ 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 ||||||| | || 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 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 | 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 | 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 | | ||
Line 78: | Line 96: | ||
|^ Unknown (Type 21) ||||||| | |^ Unknown (Type 21) ||||||| | ||
|| Something to do with items or stances? ||||||| | || Something to do with items or stances? ||||||| | ||
- | |^ 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 | | ||
Line 84: | Line 102: | ||
|^ 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) ||||||| | |^ 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. ||||||| | || Causes next attack to feature a special effect. Exact mechanics not entirely understood. Values are done in flags and can be combined. ||||||| | ||
- | |^ Int 1 ^ Int 2 ^ Int 3 ^ Unk03 ^ Unk04 ^ Unk05 ^ Unk06 | | + | |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | |
- | || What effect to store for next attack \\ Known effects for param 1:\\ 1 = Unblockable\\ 2 = Armor Break\\ 4 = Break Counter \\ 8 = Counterhit| Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | | + | || 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 | ||
---- | ---- |