__**AT NO POINT SHOULD YOU CLICK "NEW" WHEN EDITING THE TARGET_LOCK. ONOTOOL WILL CRASH. ALWAYS DUPLICATE AN EXISTING ONE OR COPY/PASTE THEN EDIT.**__ ======Target Lock====== Target locks are used for instances where two character models become entwined together. This is typically used for moves where there is a unique reeling animation that is executed when an attack hits, such as a throw. ====Ono Tool Information==== The Target Lock section of [[scripts]] allows the creation of 6 column tables. {{::target_lock_scripts_columns.jpg?direct&600 | click to view full size}} ====S / E==== These represent the starting frames and ending frames where a target lock is executed. A lock requires only 1F (e.g. S:3 E:4) and will be retained until an unlock command is executed on a different frame. It is a binary on/off switch. ====Type==== Types represent the different variations of locks that can be done. |^ Mesh Lock | The standard command used for most throws. || |^ Mesh Unlock | Used to end the effect of a Mesh Lock || |^ Part Lock | Unknown || |^ Part Unlock | Used to end the effect of a Part Lock || |^ Special Effect | Unknown || ====Script==== This is the script the opponent will run while mesh locked. When a Mesh Unlock command is used this must be set to 'none' to revert the opponent back to running their own scripts. ====Unk2==== Unknown, may have to do with something regarding what body part to connect to when using a Part Lock ====Unk3==== Unknown, may have to do with something regarding what body part to connect to when using a Part Lock ====Raw String==== This section should always remain empty and has no known affect on game. Inputting anything into Raw String will be ignored unless done with raw view.