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Both sides previous revision Previous revision Next revision | Previous revision | ||
ect_sfxt [2022/05/30 09:29] eternal |
ect_sfxt [2022/05/30 23:14] (current) eternal |
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|| 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 | |
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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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|^ 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 | | ||
---- | ---- | ||
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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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|| 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 | |
---- | ---- | ||
|^ Attack effect install (Type 26) ||||||| | |^ 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. ||||||| | || 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 | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | | || What effect to store for next attack | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | | ||