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ect_sfxt [2022/05/30 09:27] eternal |
ect_sfxt [2022/05/30 22:59] eternal |
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|| 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 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 | | + | || 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 | |
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|| 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 2 known values: | + | Int 1 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 | ||
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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 | | ||
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|| 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 | ||
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