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scripts_header [2019/08/20 05:19]
eternal [Last Hitbox]
scripts_header [2019/10/19 22:28] (current)
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 The scripts head section is found in a tab at the top of the selected script. The section is split into 9 rows. The scripts head section is found in a tab at the top of the selected script. The section is split into 9 rows.
 {{::​scripts_header.png?​600|}} {{::​scripts_header.png?​600|}}
- 
-**Alternately** 
- 
-{{::​script_header_2.png?​600|}} 
  
 ====Name==== ====Name====
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 ====Index==== ====Index====
-The index is just that, an index number for the move. Moves from 0 to 202 are expected to always appear at that specific index number (E.G. 5 for the Jump move.) Moves with an index number greater than 1000 are used for stances where a particular move is replaced by the stanced version. ​(For example with Cody: Index 256 is 5LP, Index 1256 is 5LP_Knife.)+The index is just that, an index number for the move. Moves from 0 to 202 are expected to always appear at that specific index number (E.G. 5 for the Jump move.) Moves with an index number greater than 1000 are used for stances where a particular move is replaced by the stanced version. For example with Cody: Index 256 is 5LP, Index 1256 is 5LP_Knife. ​For each level of [[ect_indexes|angry scar]] Unk1 value you must increase the index number by 1000. Stance 1 = +1000, Stance 2 = +2000, ect.
  
-====First ​Hitbox==== +====First ​Hit Box==== 
-First hitbox ​is the first frame that a hitbox ​appears (note this number is BEFORE the [[Speed]] values are calculated). Currently the actual effect this value has on the move's properties is unknown.+First hit box is the first frame that a hit box appears (note this number is BEFORE the [[Speed]] values are calculated). Currently the actual effect this value has on the move's properties is unknown.
  
-====Last ​Hitbox==== +====Last ​Hit Box==== 
-Last hitbox ​is the last frame that a hitbox ​appears (note this number is BEFORE the [[Speed]] values are calculated.) Currently the actual effect this value has on the move's properties is unknown.+Last hit box is the last frame that a hit box appears (note this number is BEFORE the [[Speed]] values are calculated.) Currently the actual effect this value has on the move's properties is unknown.
  
 ====Interrupt At Frame==== ====Interrupt At Frame====
 This is the frame that the move can be interrupted into another input (including movement.) This value is separate from [[Cancels]] this is used for when moves are considered "​completed."​ All the move is technically finished, many moves have animations that can be interrupted before the animation completes. For example: Taunts have varied lengths for the whole script, but universally taunts can be ended prematurely on frame 45. These interruptible frames are usually used simply to create a smoother animation to reset the character into their neutral stance. This is the frame that the move can be interrupted into another input (including movement.) This value is separate from [[Cancels]] this is used for when moves are considered "​completed."​ All the move is technically finished, many moves have animations that can be interrupted before the animation completes. For example: Taunts have varied lengths for the whole script, but universally taunts can be ended prematurely on frame 45. These interruptible frames are usually used simply to create a smoother animation to reset the character into their neutral stance.
 ====Total Duration==== ====Total Duration====
-This is the total duration of the move, if your [[Animation]] ​does not match the total duration value then graphical errors occur (such as the character temporarily disappearing).+This is the total duration of the move, if your designated ​[[Animation]] ​frames do not match the total duration value for the move then graphical errors ​will occur such as the character temporarily disappearing ​from sight.
  
 ====Physics==== ====Physics====
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 There is one exception, the value "​1024"​ has nothing to do with acceleration or momentum and instead dictates that the script must be repeatedly run until the player manually interrupts it, this is used for scripts such as Stand. There is one exception, the value "​1024"​ has nothing to do with acceleration or momentum and instead dictates that the script must be repeatedly run until the player manually interrupts it, this is used for scripts such as Stand.
  
-|Binary Value || Script Header Value || Description ​|| +|Binary Value Script Header Value Description ​^ 
-|| 1111110 ​|| 126 || Retains all velocity and acceleration ​|+|| 1111110 | 126 | Retains all velocity and acceleration | 
-|| 100000 ​|| 32 || Retains only Y acceleration ​|+|| 100000 | 32 | Retains only Y acceleration | 
-|| 000010 ​|| 2 || Retains X velocity ​|+|| 000010 | 2 | Retains X velocity | 
-|| 000100 ​|| 4 || Retains Y velocity ​|+|| 000100 | 4 | Retains Y velocity | 
-|| 001000? ​|| 8 || Retains Z velocity (unused?​) ​|+|| 001000? | 8 | Retains Z velocity (unused?) | 
-|| ? || 26 || Retains X acceleration from previous move |+|| ? | 26 | Retains X acceleration from previous move | 
-|| ? || 32 || Retains Y acceleration from previous move |+|| ? | 32 | Retains Y acceleration from previous move | 
-|| ? || 64 || Retains Z acceleration from previous move (unused?​) ​|+|| ? | 64 | Retains Z acceleration from previous move (unused?) | 
-|| ? || 126 || Retains ALL physics from previous move |+|| ? | 126 | Retains ALL physics from previous move | 
-|| ? || 128 || Retains X velocity 2?? (Unknown use) |+|| ? | 128 | Retains X velocity 2?? (Unknown use) | 
-|| ? || 256 || Retains Y velocity 2?? (Unknown use) |+|| ? | 256 | Retains Y velocity 2?? (Unknown use) | 
-|| ? || 512 || Retains Z velocity 2?? (Unknown use / Unused) ​|+|| ? | 512 | Retains Z velocity 2?? (Unknown use / Unused) | 
-|| ? || 896 || Retains ALL physics 2?? (Unknown use) |+|| ? | 896 | Retains ALL physics 2?? (Unknown use) | 
-|| ? || 1024 || Loops the current script whenever it finishes (used for things like walking) ​|+|| ? | 1024 | Loops the current script whenever it finishes (used for things like walking) | 
-|| ? || 2048 || Unknown ​||  +|| ? | 2048 | Unknown | 
-|| ? || 4096 || Unknown ​|+|| ? | 4096 | Unknown | 
-|| ? || 8192 || Unknown ​|+|| ? | 8192 | Unknown | 
-|| ? || 16384 || Unknown ​|+|| ? | 16384 | Unknown | 
-|| ? || 32768 || Unknown ​|+|| ? | 32768 | Unknown | 
-|| ? || 65536 || Unknown ​|+|| ? | 65536 | Unknown | 
-|| ? || 131072 ​|| Unknown ​|+|| ? | 131072 | Unknown | 
-|| ? || 262114 ​|| Unknown ​|+|| ? | 262114 | Unknown | 
-|| ? || 524288 ​|| Unknown ​||+|| ? | 524288 | Unknown |
  
 As you can see, for the most part the flags simply double the previous values unless combined. As you can see, for the most part the flags simply double the previous values unless combined.
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 ====Operations Flag==== ====Operations Flag====
 Operations Flag / Unknown Flags 2 dictates the position of the character as well as the way that the move is completed. Operations Flag / Unknown Flags 2 dictates the position of the character as well as the way that the move is completed.
-|Binary Value || Script Header Value || Description ​|| +|Binary Value Script Header Value Description ​^ 
-|| 0 || 0 || Assumes Y position is 0. Does not end when touching the ground. ​|+|| 0 | 0 | Assumes Y position is 0. Does not end when touching the ground. | 
-|| 10 || 2 || Retains Y position. Doesn'​t end when it hits the ground. ​|+|| 10 | 2 | Retains Y position. Doesn'​t end when it hits the ground. | 
-|| ?? || 4 || Unknown ​|+|| ?? | 4 | Unknown | 
-|| ?? || 8 || Unknown ​|+|| ?? | 8 | Unknown | 
-|| ?? || 16 || Unknown ​|+|| ?? | 16 | Unknown | 
-|| ?? || 32 || Unknown ​|+|| ?? | 32 | Unknown | 
-|| ?? || 64 || Unknown ​|+|| ?? | 64 | Unknown | 
-|| ?? || 128 || Unknown ​|+|| ?? | 128 | Unknown | 
-|| ?? || 256 || Unknown ​|+|| ?? | 256 | Unknown | 
-|| ?? || 512 || Unknown ​|+|| ?? | 512 | Unknown | 
-|| ?? || 1024 || Unknown ​|+|| ?? | 1024 | Unknown | 
-|| ?? || 2048 || Unknown ​|+|| ?? | 2048 | Unknown | 
-|| ?? || 4096 || Unknown ​|+|| ?? | 4096 | Unknown | 
-|| ?? || 8192 || Unknown ​|+|| ?? | 8192 | Unknown | 
-|| ?? || 16384 || Unknown ​|+|| ?? | 16384 | Unknown | 
-|| ?? || 32768 || Unknown ​|+|| ?? | 32768 | Unknown | 
-|| 10000000000000000 ​|| 65536 || Ends in a crouching state |+|| 10000000000000000 | 65536 | Ends in a crouching state | 
-|| 100000000000000000 ​|| 131072 ​|| Assumes Y position is 0. Ends when touching the ground. ​|+|| 100000000000000000 | 131072 | Assumes Y position is 0. Ends when touching the ground. | 
-|| 100000000000000010 ​|| 131074 ​|| Retains Y position. Ends when it hits the ground ​|+|| 100000000000000010 | 131074 | Retains Y position. Ends when it hits the ground | 
-|| ? || 262114 ​|| Unknown ​|+|| ? | 262114 | Unknown | 
-|| ? || 524288 ​|| Unknown ​||+|| ? | 524288 | Unknown |
  
 As with the Physics flag there may be more yet undiscovered. As with the Physics flag there may be more yet undiscovered.
  
 ====Finish Animation==== ====Finish Animation====
-Finish Animation / Unknown Flags 3 is used to dictate what animation to use when the character reaches the floor of the stage. This is used only in the "​Blow"​ scripts. This is determined as the index minus 26+Finish Animation / Unknown Flags 3 is used to dictate what animation to use when the character reaches the floor of the stage. This is used only in the "​Blow"​ scripts. This is determined as the index minus 26.
scripts_header.1566278394.txt.gz · Last modified: 2019/08/20 05:19 by eternal