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ect_sfxt [2022/05/30 08:27]
eternal
ect_sfxt [2022/05/30 22:14] (current)
eternal
Line 28: Line 28:
 || 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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Line 40: Line 40:
 || 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 |
  
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Line 53: Line 53:
 |^  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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Line 60: Line 66:
 || 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 |
  
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Line 85: Line 103:
 || 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 |
  
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 |^  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 ​\\ 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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ect_sfxt.1653899271.txt.gz · Last modified: 2022/05/30 08:27 by eternal