*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