User Tools

Site Tools


flow

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
flow [2019/08/28 08:45]
eternal [Type]
flow [2020/01/21 07:45] (current)
eternal [Script]
Line 21: Line 21:
 |^ On Block | This flow script will only activate if the current attack script is blocked during the designated frames set for the Start and End portions of the flow script. | |^ On Block | This flow script will only activate if the current attack script is blocked during the designated frames set for the Start and End portions of the flow script. |
 |^ On Whiff | this flow script will only activate if the current attack script does NOT connect a hit or block during the designated frames for the start and end portions of the flow script. | |^ On Whiff | this flow script will only activate if the current attack script does NOT connect a hit or block during the designated frames for the start and end portions of the flow script. |
-|^ On Group Hit | At the moment it's not fully understood how this works. It seems to be related to the ID of a hitbox ​that's value is set in the Input section | +|^ On Group Hit | At the moment it's not fully understood how this works. It seems to be related to the ID of a hit box that's value is set in the Input section | 
-|^ On Group Guard | Same functions as On Block but potentially requires specific ​hitbox ​|+|^ On Group Guard | Same functions as On Block but potentially requires specific ​hit box |
 |^ On Group Whiff | Same function as On Whiff | |^ On Group Whiff | Same function as On Whiff |
 |^ On Leave Ground | This script will activate as soon as the character is considered airborne during the designated frames for the flow script. | |^ On Leave Ground | This script will activate as soon as the character is considered airborne during the designated frames for the flow script. |
Line 31: Line 31:
 |^ On Input | When the designated button from the Input section is pressed the flow script will activate. | |^ On Input | When the designated button from the Input section is pressed the flow script will activate. |
 |^ On Absorb | When an attack is absorbed via an armored move the flow script will activate. | |^ On Absorb | When an attack is absorbed via an armored move the flow script will activate. |
-|^ On Counter Attack | When a Counter is triggered the flow script will activate. Note this is not a counterhit, this is a counter attack such as Dudley'​s Cross Counter or Cammy'​s Ultra 2 |+|^ On Counter Attack | When a Counter is triggered the flow script will activate. Note this is not a counter hit, this is a counter attack such as Dudley'​s Cross Counter or Cammy'​s Ultra 2 |
 |^ On KO | If the current script knocks the opponent out during the designated frames this flow script will activate. | |^ On KO | If the current script knocks the opponent out during the designated frames this flow script will activate. |
 |^ On Weapon Change | If the status of the weapon changes the flow script will activate. This is only used with Cody's knife pick up. | |^ On Weapon Change | If the status of the weapon changes the flow script will activate. This is only used with Cody's knife pick up. |
Line 39: Line 39:
 ====Script==== ====Script====
  
-This is the script being selected to activate when the flow parameters are met.+This is the script being selected to activate when the flow parameters are met. Setting this to empty will cause the script to flow back into itself. This is useful for moves that you want to continue to loop until a result happens like a command jump script running until it lands on the ground again.
 ====Target Frame==== ====Target Frame====
  
flow.1566981920.txt.gz · Last modified: 2019/08/28 08:45 by eternal