***ETC discoveries*** |^ Target Lock (Type 0) ||||||| || Used for throws or other animations where animation is pre-baked in for opponent such as supers. ||||||| |^ 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 | ---- |^ Super Flash (Type 1) ||||||| || The screen freeze during a super. Only need to set 1F window as it's an on/off switch. ||||||| |^ 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 | ---- |^ 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) ||||||| || Spawns a projectile script from the *.eff.bac file. Position is in relation to the character starting at ground level. ||||||| |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | || 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) ||||||| || Tags your partner into battlefield and changes who is on point. ||||||| |^ 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 | ---- |^ 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! ||||||| |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | || Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | ---- |^ 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. ||||||| |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | || 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) ||||||| || 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 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | || Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | ---- |^ Cross Assault (Type 8) ||||||| || Triggers a cross assault where an AI (or second player) partner will tag in until the timer runs out. ||||||| |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 | || 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) ||||||| || Enables Pandora mode. Kills off partner, sets a death timer, fills super meter, increases damage by 10%, etc ||||||| |^ 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 | ---- |^ 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 ----