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hitboxes [2019/08/28 06:21]
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hitboxes [2020/09/16 21:50] (current)
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-======Hitboxes======+======Hit Boxes======
  
-Hitboxes ​are the basis of how two characters interact in fighting games. ​Hitbox ​data can be found in the [[Scripts]] section of Ono Tool. When you select a move from the left frame of the Scripts window you will find one of the sections listed is Hitbox.+Hit boxes are the basis of how two characters interact in fighting games. ​Hit box data can be found in the [[Scripts]] section of Ono Tool. When you select a move from the left frame of the Scripts window you will find one of the sections listed is Hit box.
  
-The hitbox ​table is split into 24 columns.+**DO NOT CLICK "​NEW"​ AS IT WILL CRASH WHEN ATTEMPTING TO SAVE DUE TO EMPTY RAWSTRING** 
 + 
 +=====Ono! Tool Information===== 
 +The hit box table of [[scripts]] ​is split into 24 columns.
  
 {{:​hitbox_columns.png?​direct&​600 | Click to view full image}} {{:​hitbox_columns.png?​direct&​600 | Click to view full image}}
 +
 +**DO NOT CLICK "​NEW"​ AS IT WILL CRASH WHEN ATTEMPTING TO SAVE DUE TO EMPTY RAWSTRING**
  
 ====S / E====  ====S / E==== 
  
-This is the Start and End frames of the hitbox ​you have selected. Unlike [[Speed]] or [[Physics]] you actually use the Start and End frames in a rather straight forward way. Setting 5 for S and 15 for E will make the hitbox ​last from 5 until 15 before the application of [[speed]] settings.+This is the Start and End frames of the hit box you have selected. Unlike [[Speed]] or [[Physics]] you actually use the Start and End frames in a rather straight forward way. Setting 5 for S and 15 for E will make the hit box last from 5 until 15 before the application of [[speed]] settings.
  
 ====X / Y==== ====X / Y====
  
-This is the position of the hitbox, the X and Y coordinates are relative to the part of the body that the hitbox ​is attached to. All hitboxes ​and [[hurtboxes]] are attached to parts of the character model with the exception of [[VFX]] ​hitboxes+This is the position of the hit box, the X and Y coordinates are relative to the part of the body that the hit box is attached to. All hit boxes and [[hurtboxes|hurt boxes]] are attached to parts of the character model with the exception of [[VFX]] ​hit boxes
  
 ====Rotation==== ====Rotation====
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 ====Width / Height==== ====Width / Height====
  
-This designates the size of the hitbox. Width and Height are the distance from the center of the of the hitbox, a width of 0.15 would actually be a hitbox ​size of 0.3 as it's 0.15 both left and right from the center.+This designates the size of the hit box. Width and Height are the distance from the center of the of the hit box, a width of 0.15 would actually be a hit box size of 0.3 as it's 0.15 both left and right from the center.
  
-In addition to width / height, the size of the body part will actually change the size of the hitbox. Even a hitbox ​of 0.1x0.1 can become quite large if attached to a body part that changes size during an animation. For example, Dhalsim'​s limbs greatly increase the size of the hitbox ​in-game when they stretch.+In addition to width / height, the size of the body part will actually change the size of the hit box. Even a hit box of 0.1x0.1 can become quite large if attached to a body part that changes size during an animation. For example, Dhalsim'​s limbs greatly increase the size of the hit box in-game when they stretch.
  
-If a value of 0 is used then the game will create a hitbox ​based the default size for that body part'​s ​hurtbox ​based on the model bones.+If a value of 0 is used then the game will create a hit box based the default size for that body part'​s ​hurt box based on the model bones.
  
 ====Unused==== ====Unused====
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 ====ID==== ====ID====
  
-This is the id of the hitbox, if two hitboxes ​have the same ID number than when one is used the other one will disappear. This allows you to use multiple ​hitboxes ​on the same frame without having a move be multihit.+This is the id of the hit box, if two hit boxes have the same ID number than when one is used the other one will disappear. This allows you to use multiple ​hit boxes on the same frame without having a move be multi-hit.
  
 ====Juggle==== ====Juggle====
  
-Juggle is an extension of the ID system. It allows two hitboxes ​on different frames to exist without a move becoming a multihit ​move. A move will only connect if the next Juggle number is higher than the previous one. A move with 3 hitboxes ​of juggle ID 1 will only hit one time. However a move with 3 Hitboxes ​with Juggle ID 1, 2, and 2 on each subsequent ​hitbox ​will hit two times.+Juggle is an extension of the ID system. It allows two hit boxes on different frames to exist without a move becoming a multi-hit ​move. A move will only connect if the next Juggle number is higher than the previous one. A move with 3 hit boxes of juggle ID 1 will only hit one time. However a move with 3 hit boxes with Juggle ID 1, 2, and 2 on each subsequent ​hit box will hit two times.
  
 ====Type==== ====Type====
  
-Type designates what kind of hitbox ​is being created. There are 5 different types of hitboxes+Type designates what kind of hit box is being created. There are 5 different types of hit boxes
  
-|Proximity | Proximity is used for Proximity Blocking. An enemy whose Y axis touches a proximity ​hitbox ​as a will be unable to walk backwards as they will block. The hitbox ​does not need to actually touch the opponent as long as it intersects with their current position on the X axis, regardless of the how high above or below the Proximity ​hitbox ​the character is. | +|Proximity | Proximity is used for Proximity Blocking. An enemy whose Y axis touches a proximity ​hit box as a will be unable to walk backwards as they will block. The hit box does not need to actually touch the opponent as long as it intersects with their current position on the X axis, regardless of the how high above or below the Proximity ​hit box the character is. | 
-|Normal | This refers to "​Strike"​ or "​Hit" ​hitboxes, they are the standard red colored ​hitboxes ​used in most attacks. | +|Normal | This refers to "​Strike"​ or "​Hit" ​hit boxes, they are the standard red colored ​hit boxes used in most attacks. | 
-|Grab | This refers to "​Grabs"​ or "​Throw" ​hitboxes. These hitboxes ​cannot be blocked. | +|Grab | This refers to "​Grabs"​ or "​Throw" ​hit boxes. These hit boxes cannot be blocked. | 
-|Projectile | This refers to Projectile ​hitboxes, not to be confused with [[VFX]] fireball ​hitboxes. Projectile ​hitboxes ​in the Hitbox section are still attached to the character. If the character ends the current script (such as by getting hit, or with an EX Focus Cancel) the projectile ​hitbox ​will disappear unlike with a [[VFX]] ​hitbox ​where the attack will remain active. If two projectile ​hitboxes ​touch they cancel each other out. | +|Projectile | This refers to Projectile ​hit boxes, not to be confused with [[VFX]] fireball ​hit boxes. Projectile ​hit boxes in the 'Hitbox' ​section are still attached to the character. If the character ends the current script (such as by getting hit, or with an EX Focus Cancel) the projectile ​hit box will disappear unlike with a [[VFX]] ​hit box where the attack will remain active. If two projectile ​hit boxes touch they cancel each other out. | 
-|Reflect | Reflect ​hitboxes ​on interact with [[VFX]] projectiles and are used to reflect a currently active fireball. You have to use the Hitbox Effect and Unkbyte3 to control what type of reflect occurs. |+|Reflect | Reflect ​hit boxes on interact with [[VFX]] projectiles and are used to reflect a currently active fireball. You have to use the Hitbox Effect and Unkbyte3 to control what type of reflect occurs. |
  
 ====Hit Level==== ====Hit Level====
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 This designates how the attack hits and how must be blocked if it can be at all. There are 5 types of hit levels. This designates how the attack hits and how must be blocked if it can be at all. There are 5 types of hit levels.
  
-|Mid | The attack can be blocked standing or crouching. | +|Mid | The attack can be blocked standing or crouching. | 
-|Overhead | The attack can only be blocked standing. | +|Overhead | The attack can only be blocked standing. | 
-|Low | The attack can only be blocked crouching. | +|Low | The attack can only be blocked crouching. | 
-|Unblockable | The attack cannot be blocked at all. | +|Unblockable | The attack cannot be blocked at all. | 
-|Air Only | The attack will only hit an opponent who is considered airborne. |+|Air Only | The attack will only hit an opponent who is considered airborne. |
  
 ====Hit Flags==== ====Hit Flags====
  
-These are flags used that changes properties of how the hitbox ​interacts with hurtboxes. There are 14 flags selectable, you are allowed to select more than one flag at a time.+These are flags used that changes properties of how the hit box interacts with hurt boxes. There are 14 flags selectable, you are allowed to select more than one flag at a time.
  
-|Raw: 0001 | Unknown effect | +|Raw: 0001 | Unknown effect | 
-|| raw: 0002 | unknown effect | +|^ Raw: 0002 | unknown effect | 
-|Unblockable | The attack cannot be blocked. It is important to note that using this and the Unblockable hit level are not interchangeable. For the purposes of Invincibility you may want an attack to be an unblockable Projectile attack so moves that are projectile invincible can avoid the attack. That is where you use this flag.| +|Unblockable | The attack cannot be blocked. It is important to note that using this and the Unblockable hit level are not interchangeable. For the purposes of Invincibility you may want an attack to be an unblockable Projectile attack so moves that are projectile invincible can avoid the attack. That is where you use this flag.| 
-|Break Armor | The attack will cause an armor break on any character who has a Super Armor effect. | +|Break Armor | The attack will cause an armor break on any character who has a Super Armor effect. | 
-|Break Counter | The attack will break a counter, this important to use for attacks that you want to beat moves like Cammy'​s Ultra 2. Break armor and Break Counter are not interchangeable. An attack can break counters without breaking armor such as a fireball. | +|Break Counter | The attack will break a counter, this important to use for attacks that you want to beat moves like Cammy'​s Ultra 2. Break armor and Break Counter are not interchangeable. An attack can break counters without breaking armor such as a fireball. | 
-|Can Crossup ​| Allows the attack to hit the back half of a character. In addition it will cause reeling to go the opposite direction than normal. | +|Can Cross up | Allows the attack to hit the back half of a character. In addition it will cause reeling to go the opposite direction than normal. | 
-|Don't Hit Standing | The attack will not hit an opponent who is standing. | +|Don't Hit Standing | The attack will not hit an opponent who is standing. | 
-|Don't Hit Crouching | The attack will not hit an opponent who is crouching. | +|Don't Hit Crouching | The attack will not hit an opponent who is crouching. | 
-|Don't Hit Air | The attack will not hit an opponent who is considered airborne. | +|Don't Hit Air | The attack will not hit an opponent who is considered airborne. | 
-|Don't Hit Front | The attack will not hit the front half of a character, only the rear half (past the center line). | +|Don't Hit Front | The attack will not hit the front half of a character, only the rear half (past the center line). | 
-|Don't Hit Jump Start | The attack cannot hit opponents during their pre-jump frames. Any opponent in their "​Stand2Jump"​ script will avoid this attack.| +|Don't Hit Jump Start | The attack cannot hit opponents during their pre-jump frames. Any opponent in their "​Stand2Jump"​ script will avoid this attack.| 
-|Don't Hit If Have Weapon | This hitbox ​will not connect with an opponent if the attacker has a weapon. This is only used by Vega due to his claw vs no claw hitboxes ​being different but part of the same script. | +|Don't Hit If Have Weapon | This hit box will not connect with an opponent if the attacker has a weapon. This is only used by Vega due to his claw vs no claw hit boxes being different but part of the same script. | 
-|Don't Hit If No Weapon | This hitbox ​will not connect with an opponent if the attacker has NO weapon. This is only used by Vega due to his claw vs no claw hitboxes ​being different but part of the same script. | +|Don't Hit If No Weapon | This hit box will not connect with an opponent if the attacker has NO weapon. This is only used by Vega due to his claw vs no claw hit boxes being different but part of the same script. | 
-|Get Target Side | Unknown effect? || +|Get Target Side | Unknown effect? || 
-|Ignore KO | This attack will ignore KO invincibility. | +|Ignore KO | This attack will ignore KO invincibility. | 
-|Ignore Anim | This attack will ignore the opponent'​s current animation. |+|Ignore Anim | This attack will ignore the opponent'​s current animation. |
  
 ====UnkByte1==== ====UnkByte1====
  
-This is the part of the body that the hitbox ​follows, if it's set to 0 then it follows the Waist.+This is the part of the body that the hit box follows, if it's set to 0 then it follows the Waist. 
 + 
 +|^ Body Part ^ Hex Number ​ |  
 +|| Waist | 0| 
 +|| Stomach | 1| 
 +|| Chest | 2| 
 +|| Head | 3| 
 +|| Left Shoulder | 4| 
 +|| Left Elbow | 5| 
 +|| Left Wrist | 6| 
 +|| Left Hand | 7| 
 +|| Left Hip | 8 | 
 +|| Left Knee | 9 | 
 +|| Left Ankle | A | 
 +|| Left Foot | B | 
 +|| Right Shoulder | C | 
 +|| Right Elbow | D | 
 +|| Right Wrist | E | 
 +|| Right Hand | F | 
 +|| Right Hip | 10 | 
 +|| Right Knee | 11 | 
 +|| Right Ankle | 12 | 
 +|| Right Foot | 13 | 
 +|| Center of Stage (moving X is relative to facing) | 14 |
  
 ====UnkByte2==== ====UnkByte2====
  
-When this value is set it will stretch the hitbox ​between the body part used for UnkByte1 and the body part designated by UnkByte2. This is used on moves such as Ryu's Shoryuken which originates at the knee and stretches up towards the hand during the second part of the attack.+When this value is set it will stretch the hit box between the body part used for UnkByte1 and the body part designated by UnkByte2. This is used on moves such as Ryu's Shoryuken which originates at the knee and stretches up towards the hand during the second part of the attack.
  
 ====Hits==== ====Hits====
  
-This is the number of times this hitbox ​will repeatedly hit.+This is the number of times this hit box will repeatedly hit.
  
 ====Juggle Potential==== ====Juggle Potential====
  
-This is the juggle potential of this hitbox+This is the juggle potential of this hit box
  
 ====Juggle Increment==== ====Juggle Increment====
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 ====Juggle Increment Limit==== ====Juggle Increment Limit====
  
-This is the maximum juggle usage that this hitbox ​will increase the juggle usage to when hitting an opponent in a juggle state.+This is the maximum juggle usage that this hit box will increase the juggle usage to when hitting an opponent in a juggle state. 
 + 
 +====Hit box Effect====
  
-====Hitbox Effect====+Currently unknown what this affects.
  
 ====UnkByte3==== ====UnkByte3====
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 This value is used for Rose's reflects. There are currently 4 known values This value is used for Rose's reflects. There are currently 4 known values
  
-|0 | Absorbs the projectile | +|0 | Absorbs the projectile | 
-|1 | Reflects the projectile horizontally | +|1 | Reflects the projectile horizontally | 
-|2 | Reflects the projectile at approximately a 45° angle upwards | +|2 | Reflects the projectile at approximately a 45° angle upwards | 
-|3 | Reflects an EX projectile horizontally |+|3 | Reflects an EX projectile horizontally |
  
 ====Unused2==== ====Unused2====
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 As this is says, it is unused. As this is says, it is unused.
  
-====Hitbox ​Data====+====Hit Box Data====
  
-This tells the game what part of the [[Attack Table]] to use when the hitbox ​connects with an opponent. ​+This tells the game what part of the [[Attack Table]] to use when the hit box connects with an opponent. ​
  
 ====Raw String==== ====Raw String====
hitboxes.1566973265.txt.gz · Last modified: 2019/08/28 06:21 (external edit)