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hitboxes_sfxt [2022/05/13 02:56]
eternal
hitboxes_sfxt [2022/05/13 06:36] (current)
eternal
Line 2: Line 2:
  
  
-Hitlevel+**Hitlevel**
 0 = any, 1 = overhead, 2 = low 0 = any, 1 = overhead, 2 = low
  
-Flags 
  
-Unkother = -1 +**UnkLong6_04x14** = hit flags
-None = 0x00 +
-Use_Local_Script = 0x01 (use the specified <​script>​ index) +
-Unk0x02 +
-Unk0x04 +
-Hard_Knockdown = 0x08 +
- +
-UnkLong6_04x14 = hit flags+
 0x01 = don't hit standing (0000 0001) 0x01 = don't hit standing (0000 0001)
 0x02 = don't hit low (0000 0010) 0x02 = don't hit low (0000 0010)
Line 24: Line 16:
 512 = break counter 512 = break counter
  
-UnkByte11_0x1C = hitbox type+**UnkByte11_0x1C** = hitbox type
 0 = strike 0 = strike
 1 = projectile 1 = projectile
Line 30: Line 22:
 4 = proximity 4 = proximity
  
-Hitstun2 = hard knockdown timeNot sure if exactly 1-1 for frame count.+**<​UnkByte9_0x1A>​** 
 +Number of hits 
 + 
 +**<​UnkByte17_0x22>​** 
 +Multiply the damage of the designated damage table by this amountA setting of 255 will register as default.
  
 +**<​UnkByte17_0x23>​**
 +What percent of the hit box's damage will be translated to recoverable red health. Values over 100 will result in more damage dealt than the hit effect has set for the hitbox, but all of it will be recoverable. 255 uses system default.
hitboxes_sfxt.1652410607.txt.gz · Last modified: 2022/05/13 02:56 by eternal