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Jul 9th, 2021
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  1. 1 Jump on directional input
  2. param1: Lever direction. Numpad notation, with 0 as neutral. Value 10 is both downforward and forward.
  3. param2: Pattern to jump to. Add 10000 for frame jump.
  4. param3: If 1, logically negate the condition.
  5.  
  6. 2 Effect despawn conditions
  7. param1:
  8. 1 = Despawn when touching stage walls
  9. 2 = Despawn when touching stage borders
  10. 3 = Despawn when outside the screen
  11. param2: 0-1 Unknown
  12. param3: 1 = Despawn at animation end.
  13. param4: 1 11 21 31 41 51 61 62 71 79 81 91 - Appears only if param3 is 1. Unknown. Related to param9 of effect1?
  14.  
  15. 3 Branch on hit
  16. param1: Frame to jump to. Add 10000 for pattern jump.
  17. param2:
  18. 0 = only on hit
  19. 1 = on block too
  20. 2
  21. 3
  22. 5 = Only on block
  23. 6
  24. 7
  25. 100 = only on shield
  26. param3: 0 any
  27. 1 = only on grounded opponent
  28. 2 = only on airborne opponent
  29.  
  30. 4 Vector check
  31. 5 KO flag check
  32. 6 Lever & Trigger check 1
  33. param1: ?? often 255
  34. param2: Button(s) that needs to be pressed. It's a flag. Values can be OR'd
  35. 1 = a
  36. 2 = b
  37. 4 = c
  38. 8 = d
  39. param3: Frame to jump to
  40. param4: Flags
  41. 1 = Negate the condition?
  42. 2 = Must be held
  43.  
  44. 7 Lever & Trigger check 2
  45. 8 Random check (runs every subframe)
  46. param1: frame to jump to
  47. param2: Chance (max 512)
  48. 9 Loop counter settings (Unused?)
  49. 10 Loop counter check (Unused?)
  50. 11 Additional command input check
  51. 12 Opponent distance check
  52. 13 Screen corner check
  53.  
  54. 14 Box collision check
  55. param1: Frame to jump to
  56. param2: No idea
  57. param3: Probably blue box index?
  58.  
  59. 15 Box collision check (Capture)
  60. 16 Be affected by scrolling
  61. 17 Branch according to number of hits within animation
  62. 18 Check main/trunk animation and jump.
  63. 19 Projectile box col check. (Reflection)
  64. 20 Box collision check 2
  65.  
  66. 21 Opponent's character number check
  67. param1: Frame to jump to
  68. param2: Character id (probably the list in charaselect.txt)
  69. 0 Sion
  70. 8 Miyako
  71.  
  72. 22 BG number check (Unused?)
  73. 23 BG type check (Unused?)
  74. 24 Projectile flag check
  75. 25 Variable comparison
  76. param1: Frame to jump to
  77. param2: Variable id
  78. param3: Value to compare
  79. param4: Type of check??
  80. 0 Greater than
  81. 1 Less than
  82. 2 Equal to
  83. 26 Check lever and change vector
  84. 27 Branch when parent gets hurt
  85. param1: Frame/Pattern to jump to
  86. param2: 0 Pattern, 1 Frame
  87. param3: Flags. Only when getting thrown if 0.
  88. bit 0 When getting thrown
  89. bit 1 When getting hurt
  90. bit 2 When blocking
  91.  
  92. 28 Jump if knocked out
  93. 29 Check X pos in screen and jump (Unused?)
  94. 30 Facing direction check
  95. 31 Change variable on command input
  96.  
  97. 32 Jump if on the CPU side of a CPU battle.
  98. Possibly an arcade mode thing. Only used by Hime's intro animation.
  99. param1: ?
  100.  
  101. 33 If sound effect is playing
  102. 34 Homing
  103. 35 Custom cancel command check, multiple. Can input moves with bit5 on
  104. param1:
  105. 0 = always
  106. 1 = on hit/block
  107. 2 = only on hit
  108. 3 = only on block (unused)
  109. param2-5: can input move id (first parameter) defined in c.txt
  110. param8: ???
  111.  
  112.  
  113. 36 Meter bar mode check
  114. 37 Jump according to color selected
  115. A leftover from Re-Act? The color selected doesn't affect anything.
  116. param1: pattern to jump to.
  117.  
  118. 38 ?
  119. 39 ?
  120. 40 ?
  121. 41 ?
  122. 42 ?
  123.  
  124. 50 Effect reflection box. (Unused?)
  125. 51 ?
  126. 52 Throw check
  127. param 1: frame to jump to if the throw is successful
  128. param 2: if 1, it's an air throw.
  129. param 3: Frame to jump to if the airthrow is part of a combo
  130.  
  131. 53 ?
  132. 54 ?
  133. 55 ?
  134. 60 ?
  135. 70 ?
  136. 100 ?
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