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attack_table [2019/08/20 12:01]
eternal [Misc Flag]
attack_table [2020/05/26 03:19] (current)
eternal [Target Animation Time]
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-======Attack Table / Hitbox ​Table======+======Attack Table / Hit box Table======
  
 {{ :​onotool_main_hitbox_table.jpg |}} {{ :​onotool_main_hitbox_table.jpg |}}
  
-The Hitbox ​Table is accessed from the main menu of the Ono! Tool. This section affects the damage, stun, meter gain, push back, hit stun, juggle, and physics of moves once they hit the opponent (or are blocked). Each hit box in the game is tied to a hit box table value.+The Hit Box Table is accessed from the main menu of the Ono! Tool. This section affects the damage, stun, meter gain, push back, hit stun, juggle, and physics of moves once they hit the opponent (or are blocked). Each hit box in the game is tied to a hit box table value.
  
 The hit box menu is split into 2 sections. The hit box menu is split into 2 sections.
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 {{:​hit_box_menu_left_frame.jpg?​direct |}} The left section is where you select the move you wish to view. Currently the Remove, Import, and Export buttons are disabled {{:​hit_box_menu_left_frame.jpg?​direct |}} The left section is where you select the move you wish to view. Currently the Remove, Import, and Export buttons are disabled
  
-Any move that is tied to the data here is listed. A hitbox ​data can be tied to multiple moves. Any empty sections (such as #13 on the example image) can be modified if you wish to create a new move without changing an existing move. You can also simply select "Add New" which will add an empty value at the bottom of the list.+Any move that is tied to the data here is listed. A hit box data can be tied to multiple moves. Any empty sections (such as #13 on the example image) can be modified if you wish to create a new move without changing an existing move. You can also simply select "Add New" which will add an empty value at the bottom of the list.
  
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 The table has several sections each of which affect something different. The sections are as follows: The table has several sections each of which affect something different. The sections are as follows:
 ====Name==== ====Name====
-This section is obvious and unchangable. Each value is self evident except for "​Unknown_Standing/​Unknown_Crouching/​Unknown_Air/​Block_Air"​ which currently seems to do nothing.+Names are unchangeable. Each value is self evident except for "​Unknown_Standing/​Unknown_Crouching/​Unknown_Air/​Block_Air"​ which currently seems to do nothing.
 ====Damage==== ​ ====Damage==== ​
-Also fairly obvious, this section governs the damage the move does when interacting with the opponent who is in the listed state (Standing/​Crouching/​Air/​Counterhit/Blocking) the value must be a positive ​value and a whole number. Negative values do nothing.+This section governs the damage the move does when interacting with the opponent who is in the listed state (Standing/​Crouching/​Air/​Counter Hit/Blocking) the value must be a positive whole number. Negative values do nothing.
 ====Stun==== ====Stun====
-Same as damage values but instead for stun. The only notable thing is that if a move causes stun damage on block it will not trigger the opponent to become stunned even if you reach their maximum ​stun. You can only stun on hit or counterhit. Value must be a positive ​value and a whole number.+Same as damage values but instead for stun. Like damage ​stun can be added on block but a stun can only be triggered ​on a successful ​hit. Value must be a positive whole number.
 ====Effect==== ​ ====Effect==== ​
 This is the type of script that is run when hit. there is Hit, Script, Blow, Blow2, Bound, and Bound2. This is the type of script that is run when hit. there is Hit, Script, Blow, Blow2, Bound, and Bound2.
-|Hit || Functions just as a normal strike, thus also causes an air reset on hit during a juggle state. || +|Hit || Functions just as a normal strike, thus also causes an air reset on hit during a juggle state. || 
-|Script || Runs a specific script when hit, this is usually for special types of juggles such as crumples or hard knockdowns. || +|Script || Runs a specific script when hit, this is usually for special types of juggles such as crumples or hard knockdowns. || 
-|Blow || Puts the opponent into an air juggle state. This can vary from Ryu's 9MP float, El Fuertes ​EX Q-Bomb wall bounce, or spin like Cody's Criminal Upper || +|Blow || Puts the opponent into an air juggle state. This can vary from Ryu's 9MP float, El Fuerte'​s ​EX Q-Bomb wall bounce, or spin like Cody's Criminal Upper || 
-|Bound || Bound Refers to any interaction with the floor of the stage, such as a throw or a ground bounce. ||+|Bound || Bound Refers to any interaction with the floor of the stage, such as a throw or a ground bounce. ||
 ====Script==== ====Script====
 This section refers to the actual script run (while Effect is the TYPE of script) you will find the scripts pertaining to damage types near the top of the list. For the different damage scripts there is some keys you can follow to try and understand what animation you will get. The first letter is what are the damage animation plays. An example would be if a move is set to "​DAMAGE_ML",​ the light hit animation will play, but it will be a midsection light hit animation. This section refers to the actual script run (while Effect is the TYPE of script) you will find the scripts pertaining to damage types near the top of the list. For the different damage scripts there is some keys you can follow to try and understand what animation you will get. The first letter is what are the damage animation plays. An example would be if a move is set to "​DAMAGE_ML",​ the light hit animation will play, but it will be a midsection light hit animation.
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 Hitstop occurs before pushback or damage animation. Hitstop occurs before pushback or damage animation.
 There are only 3 sections you need to worry about for hitstop There are only 3 sections you need to worry about for hitstop
-|Self Hit Stop || The time where the attacker (the character you are editing) is unable to act when hit. || +|Self Hit Stop || The time where the attacker (the character you are editing) is unable to act when hit. || 
-|Target Hit Stop || The time where the victim (the opponents character) is unable to act when hit. || +|Target Hit Stop || The time where the victim (the opponents character) is unable to act when hit. || 
-|Target Shaking || The number of frames for the opponent'​s character to have a slight shaking to their animation during hit stop. Purely graphical unless you set it longer than the "​Target Hit Stop" value. ||+|Target Shaking || The number of frames for the opponent'​s character to have a slight shaking to their animation during hit stop. Purely graphical unless you set it longer than the "​Target Hit Stop" value. ||
 In general Self Shaking is never used. Also when modifying values you generally want to always have the Self Hitstop, Target Hitstop, and Target Shaking all be the same. You can change the amount but you want all 3 to be equal as otherwise it can create unintended issues with animation, pushback, or frame advantage. However this is not a rule, as some moves do actually use a different self hitstop and target hitstop, such as Ryu's close medium punch. In general Self Shaking is never used. Also when modifying values you generally want to always have the Self Hitstop, Target Hitstop, and Target Shaking all be the same. You can change the amount but you want all 3 to be equal as otherwise it can create unintended issues with animation, pushback, or frame advantage. However this is not a rule, as some moves do actually use a different self hitstop and target hitstop, such as Ryu's close medium punch.
 ====Hit GFX==== ====Hit GFX====
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 ====Self Meter==== ​ ====Self Meter==== ​
-This is how much super meter you gain when you connect ​with the attack.+This is how much super meter the character will gain when connecting ​with the attack.
  
 ====Target Meter==== ​ ====Target Meter==== ​
-This is the amount of super meter your opponent receives when hit by the attack. In general this value is equal to 50% of the Self Meter value except in the case of Supers and EX moves.+This is the amount of super meter the opponent receives when hit by the attack. In general this value is equal to 50% of the Self Meter value except in the case of Supers and EX moves.
  
 ====Juggle Start==== ​ ====Juggle Start==== ​
-This is separate from "​Juggle Potential"​ and "​Juggle Increment"​ found in the [[hitboxes|hitboxes ​]] section. Juggle Start refers to what juggle point value the move should start at when the move hits the opponent. If a move has a juggle start of 0 (zero) it will be considered a free juggle and the next move will bring the move up to juggle potential 1+This is separate from "​Juggle Potential"​ and "​Juggle Increment"​ found in the [[hitboxes|hit boxes ]] section. Juggle Start refers to what juggle point value the move should start at when the move hits the opponent. If a move has a juggle start of 0 (zero) it will be considered a free juggle and the next move will bring the move up to juggle potential 1
  
 ====Target Animation Time==== ​ ====Target Animation Time==== ​
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 0-1 uses the default animation time 0-1 uses the default animation time
 +
 2,3,4,5 use the default animation time -4 2,3,4,5 use the default animation time -4
 +
 6,7,8,9 use the default animation time -9+X 6,7,8,9 use the default animation time -9+X
 +
 10-Onward use the default animation time -10+X 10-Onward use the default animation time -10+X
-where x is the Target Animation Time+ 
 +Where x is the Target Animation Time
  
 It is best to experiment and test this on your own and reference other moves whose data you have access to via the shoryuken frame data wiki until you have a move at the amount of hitstun you want. It is best to experiment and test this on your own and reference other moves whose data you have access to via the shoryuken frame data wiki until you have a move at the amount of hitstun you want.
  
 ====Misc Flag==== ​ ====Misc Flag==== ​
-This setting pertains to specific miscellaneous settings for the move when it deals damage. The settings available are: +This setting pertains to specific miscellaneous settings for the move when it deals damage. The known settings available are: 
-|Don't KO || Prevents the round from ending due to damage inflicted by this attack, used for cinematic moves with multiple hits such as throws, supers, or ultras where you want the final hit to cause the KO. || +|Don't KO ||  Raw: 00000001  ​||Prevents the round from ending due to damage inflicted by this attack, used for cinematic moves with multiple hits such as throws, supers, or ultras where you want the final hit to cause the KO. || 
-|Armor DMG || The damage done by the attack is done as recoverable "​gray"​ health. || +|Armor DMG ||  Raw: 00000002  ​||The damage done by the attack is done as recoverable "​gray"​ health. || 
-|Techable || The move can quick rised if it caused a k nockdown. The game assumes that if you didn't select "​untechable"​ or "​Damage_Ashibari"​ then the move is usually defaulted to techable. || +|Techable ​||  Raw: 00000004  ​|| The move can quick risen if it caused a knockdown. The game assumes that if you didn't select "​untechable"​ or "​Damage_Ashibari"​ then the move is usually defaulted to techable. || 
-|Untechable || The move cannot be quick rised on knockdown. Used for moves that juggle but you still want to cause a hard knockdown (such as Sakura'​s Otoshi or Cody's EX Ruffian Kick) || +|Untechable ​||  Raw: 00000008  ​|| The move does not allow quick rise on knockdown. Used for moves that juggle but you still want to cause a hard knockdown (such as Sakura'​s Otoshi or Cody's EX Ruffian Kick) || 
-====VelX / VelY / AccX / AccY====  +|^ 16 ||  Raw: 00000010 ​ || The moves allows for delayed wake up tech ||
-These values pertain to the physics used on a move during pushback or juggling. X and Y represent the X is left and right and Y is up an down. A key thing to remember is that Velocity and Acceleration are different. Velocity is a constant speed, while Acceleration is continually added on each frame. These values are only applies to attacks on opponents who are in the air.+
  
 +====VelX / VelY / AccX / AccY==== ​
 +These values pertain to the physics used on a move during push back or juggling. These follow the same rules as [[physics]] but are applied to the opponent.
 ====Pushback Distance==== ====Pushback Distance====
-This refers to the amount of distance that the characters are pushed apart when the move hits. This is only applied to attacks vs opponents on the ground.+This refers to the amount of distance that the characters are pushed apart when the move hits. This is only applied to attacks vs opponents on the ground. A negative push back will pull the characters closer together.
attack_table.1566298910.txt.gz · Last modified: 2019/08/20 12:01 by eternal