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hitboxes [2019/08/28 09:49]
eternal
hitboxes [2020/09/16 22:50] (current)
eternal
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 ======Hit Boxes====== ======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 Hit box.+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 hit box 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 hit box 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 hit box, the X and Y coordinates are relative to the part of the body that the hitbox ​is attached to. All hit boxes and [[hurt box|hurtboxes]] are attached to parts of the character model with the exception of [[VFX]] hit boxes. ​+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 hit box. Width and Height are the distance from the center of the of the hitbox, 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.+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 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 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 hurt box 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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 ====Type==== ====Type====
  
-Type designates what kind of hit box 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 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. | |^ 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"​ hit boxes, 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"​ hit boxes. These hit boxes cannot be blocked. | |^ Grab | This refers to "​Grabs"​ or "​Throw"​ hit boxes. These hit boxes cannot be blocked. |
 |^ 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. | |^ 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. |
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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====
hitboxes.1566982182.txt.gz · Last modified: 2019/08/28 09:49 by eternal