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hitboxes [2019/08/28 08:47] eternal |
hitboxes [2020/09/16 21:50] (current) eternal |
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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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====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 | | ||
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This is the part of the body that the hit box 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==== | ||
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====Hit Box 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==== |