This is an old revision of the document!
*ETC discoveries*
| Target Lock (Type 0) | ||||||
|---|---|---|---|---|---|---|
| Used for throws or other animations where animation is pre-baked in for opponent such as supers. | ||||||
| Int 1 | Int 2 | Int 3 | Unk03 | Unk04 | Unk05 | Unk06 |
| 0 = unlock, 1 = lock | Number 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 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 | ||||||
| Int 1 | Int 2 | Int 3 | Unk03 | Unk04 | Unk05 | Unk06 |
| Script number 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's your partner in to play field and changes who is on point. | ||||||
| Int 1 | Int 2 | Int 3 | Unk03 | Unk04 | Unk05 | Unk06 |
| Script index that partner will execute when entering battlefield | Unknown | Unknown | Unknown | Unknown | Unknown | 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 1 | Int 2 | Int 3 | Unk03 | Unk04 | Unk05 | Unk06 |
| Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown |
| 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. | ||||||
| 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 |
| 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 1 | Int 2 | Int 3 | Unk03 | Unk04 | Unk05 | Unk06 |
| Unknown | Unknown | Unknown | Unknown | Unknown | Unknown | Unknown |
| Cross Assault (Type 8) | ||||||
|---|---|---|---|---|---|---|
| Triggers a cross assault where an AI (or second player) partner will tag in until the timer runs out | ||||||
| Int 1 | Int 2 | Int 3 | Unk03 | Unk04 | Unk05 | Unk06 |
| 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 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 |