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ect_sfxt [2022/05/27 05:11]
eternal
ect_sfxt [2022/05/30 23:14]
eternal
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 ***ETC discoveries*** ***ETC discoveries***
  
-|^  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 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 ​|
  
-|^  Int 1  ^  Int 2  ^  Int 3  ^  ​Unk03  ​^ ​Unk04  ^  Unk05  ​^  ​Unk06  | +---- 
-||  0 = unlock, ​1 = lockNumber 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 |
  
-|^  ​Super Flash (Type 1)  | +---- 
-|| The screen freeze during a super. Only need to set 1F window as it's an on/off switch. ​|+|^  ​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 ​|
  
-|^  Int 1  ^  Int 2  ^  Int 3  ^  ​Unk03  ​^ ​Unk04  ^  Unk05  ​^  ​Unk06  | +---- 
-||  ​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 |+|^  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 useX position ​to spawn projectile ​Y position ​to spawn projectile ​Z position to spawn projectile ​| Unknown | Unknown | Unknown |
  
-|^  ​Position Change ​(Type 6)  | +---- 
-|| Move the character this many units on this frameOnly moves characters on the first Start Tick frame. No reason to have a gap larger than frame between Start and End ticks. ​|+|^  ​Tag-In ​(Type 4)  ​||||||
 +|| Tags your partner into battlefield and changes who is on point||||||| 
 +|^  Int 0  ^  Int  ​^ ​ 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 ​|
  
-|^  Int 1  ^  Int 2  ^  Int 3  ^  ​Unk03  ​^ ​Unk04  ^  Unk05  ​^  ​Unk06  | +---- 
-||  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 |+|^  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 |
  
-|^  ​Throw Tech (Type 7)  | +---- 
-|| The frames that allow for a throw to be teched with a LP+LK inputA throw tech input at ANY time in the script before the Type 7's End Tick will trigger the techThe tech itself will occur on any frame between ​the Start End Ticks.  |+|^  ​Position Change ​(Type 6)  ​||||||
 +|| Move the character this many units on this frameOnly moves characters on the first Start Tick frameNo 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 ​|
  
-|^  Int 1  ^  Int 2  ^  Int 3  ^  ​Unk03  ​^ ​Unk04  ^  Unk05  ​^  ​Unk06  | +---- 
-||  Unknown | Unknown ​ | Unknown ​ | Unknown | Unknown | Unknown | 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 |
  
-|^  ​Pandora ​(Type 23)  | +---- 
-|| Enables Pandora mode. Kills off partner, sets death timer, fills super meter, increases damage by 10%, etc  |+|^  ​Cross Assault ​(Type 8)  ​||||||
 +|| Triggers ​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 ​|
  
-|^  Int 1  ^  Int 2  ^  Int 3  ^  ​Unk03  ​^ ​Unk04  ​^  ​Unk05  ​^  ​Unk06  | +---- 
-||  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 |+|^  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 
 + 
 +----
ect_sfxt.txt · Last modified: 2022/05/30 23:14 by eternal