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ect_sfxt [2022/05/30 09:23]
eternal
ect_sfxt [2022/05/30 23:08]
eternal
Line 3: Line 3:
 |^  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 |+|^  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 | ||  0 = unlock, 1 = lock | Number Script to run | Unknown ​ | Unknown | Unknown | Unknown | Unknown |
  
Line 9: Line 9:
 |^  Super Flash (Type 1)  ||||||| |^  Super Flash (Type 1)  |||||||
 || The screen freeze during a super. Only need to set 1F window as it's an on/off switch. ||||||| || 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 |+|^  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 | || 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 |
  
Line 15: Line 15:
 |^  Unknown (Type 2)  ||||||| |^  Unknown (Type 2)  |||||||
 || Appears in Pandora metamorphosis (and possibly elsewhere) effect unknown ||||||| || Appears in Pandora metamorphosis (and possibly elsewhere) effect unknown |||||||
-|^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 |+|^  Int 0   Int 1   Int 2   Int 3   Int 4   Int 5   Int 6  |
 || Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | || Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown |
  
Line 21: Line 21:
 |^  VFX (Type 3)  ||||||| |^  VFX (Type 3)  |||||||
 || Spawns a projectile script from the *.eff.bac file. Position is in relation to the character starting at ground level. ||||||| || 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 | +|^  Int 0   Int 1   Int 2   Int 3   Int 4   Int 5   Int 6  
-|| Script ​number ​to use | X position to spawn projectile | Y position to spawn projectile | Z position to spawn projectile | Unknown | Unknown | Unknown |+|| 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)  ||||||| |^  Tag-In (Type 4)  |||||||
 || Tags your partner into battlefield and changes who is on point. ||||||| || 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 |+|^  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 | ||  Script index that partner will execute when entering battlefield | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown |
  
Line 33: Line 33:
 |^  Tag-Out (Type 5)  ||||||| |^  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! ||||||| || 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 1  ^  Int 2  ^  Int 3  ^  ​Unk03  ​^ ​Unk04  ^  Unk05  ​^  ​Unk06  |+|^  Int 0  ​^  Int 1  ^  Int 2  ^  Int 3  ^  ​Int 4  ​^  ​Int 5  ​^  ​Int 6  |
 || Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | || Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown |
  
Line 39: Line 39:
 |^  Position Change (Type 6)  ||||||| |^  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. ||||||| || 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 | +|^  Int 0   Int 1   Int 2   Int 3   Int 4   Int 5   Int 6  
-|| If set to any value except 1, character will try to teleport to center ​stage. ​| Unknown, best to use 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 |+|| Controls how positioning is decided. 0 = based on stage. 1 = distance based on controlled character2 = 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)  ||||||| |^  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. ||||||| || 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 1  ^  Int 2  ^  Int 3  ^  ​Unk03  ​^ ​Unk04  ^  Unk05  ​^  ​Unk06  |+|^  Int 0  ​^  Int 1  ^  Int 2  ^  Int 3  ^  ​Int 4  ​^  ​Int 5  ​^  ​Int 6  |
 || Unknown | Unknown ​ | Unknown ​ | Unknown | Unknown | Unknown | Unknown | || Unknown | Unknown ​ | Unknown ​ | Unknown | Unknown | Unknown | Unknown |
  
Line 51: Line 51:
 |^  Cross Assault (Type 8)  ||||||| |^  Cross Assault (Type 8)  |||||||
 || Triggers a cross assault where an AI (or second player) partner will tag in until the timer runs out. ||||||| || 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 |+|^  Int 0   Int 1   Int 2   Int 3   Int 4   Int 5   Int 6  |
 || Unknown | Unknown ​ | Unknown ​ | Unknown | Unknown | Unknown | Unknown | || 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)  ||||||| |^  Stance Change (Type 11)  |||||||
 || Changes what stance the character is in. Only needs a 1F start/end window. ||||||| || 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 |+|^  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 | || What stance to change to. | Disables certain inputs via flags (can be combined)| Unknown | Unknown | Unknown | Unknown | Unknown |
  
-Int known values:+Int known values:
    2 = Disable crouch (can still crouch attack/​crouch block)    2 = Disable crouch (can still crouch attack/​crouch block)
    4 = Disable jump    4 = Disable jump
Line 68: Line 74:
    2048 = Disable back dash    2048 = Disable back dash
    4096 = Disable blocking    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)  ||||||| |^  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 ||||||| || 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 |+|^  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 ​ | 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 |
  
Line 78: Line 96:
 |^  Unknown (Type 21)  ||||||| |^  Unknown (Type 21)  |||||||
 || Something to do with items or stances? ||||||| || Something to do with items or stances? |||||||
-|^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 |+|^  Int 0   Int 1   Int 2   Int 3   Int 4   Int 5   Int 6  |
 || Unknown | Unknown | Unknown ​ | Unknown | Unknown | Unknown | Unknown | || Unknown | Unknown | Unknown ​ | Unknown | Unknown | Unknown | Unknown |
  
Line 84: Line 102:
 |^  Pandora (Type 23)  ||||||| |^  Pandora (Type 23)  |||||||
 || Enables Pandora mode. Kills off partner, sets a death timer, fills super meter, increases damage by 10%, etc  ||||||| || 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 |+|^  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 | || 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 |
  
Line 91: Line 109:
 || Causes next attack to feature a special effect. Exact mechanics not entirely understood. Values are done in flags and can be combined. ||||||| || 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 | |^ Int 0 ^ Int 1 ^ Int 2 ^ Int 3 ^ Int 4 ^ Int 5 ^ Int 6 |
-|| What effect to store for next attack ​\\ Known effects ​for param 1:\\ 1 = Unblockable\\ 2 = Armor Break\\ 4 =  Break Counter ​\\ 8 = Counterhit| Unknown | Unknown | Unknown | Unknown | Unknown | Unknown |+|| 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