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- 1 Jump on directional input
- param1: Lever direction. Numpad notation, with 0 as neutral. Value 10 is both downforward and forward.
- param2: Pattern to jump to. Add 10000 for frame jump.
- param3: If 1, logically negate the condition.
- 2 Effect despawn conditions
- param1:
- 1 = Despawn when touching stage walls
- 2 = Despawn when touching stage borders
- 3 = Despawn when outside the screen
- param2: 0-1 Unknown
- param3: 1 = Despawn at animation end.
- 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?
- 3 Branch on hit
- param1: Frame to jump to. Add 10000 for pattern jump.
- param2:
- 0 = only on hit
- 1 = on block too
- 2
- 3
- 5 = Only on block
- 6
- 7
- 100 = only on shield
- param3: 0 any
- 1 = only on grounded opponent
- 2 = only on airborne opponent
- 4 Vector check
- 5 KO flag check
- 6 Lever & Trigger check 1
- param1: ?? often 255
- param2: Button(s) that needs to be pressed. It's a flag. Values can be OR'd
- 1 = a
- 2 = b
- 4 = c
- 8 = d
- param3: Frame to jump to
- param4: Flags
- 1 = Negate the condition?
- 2 = Must be held
- 7 Lever & Trigger check 2
- 8 Random check (runs every subframe)
- param1: frame to jump to
- param2: Chance (max 512)
- 9 Loop counter settings (Unused?)
- 10 Loop counter check (Unused?)
- 11 Additional command input check
- 12 Opponent distance check
- 13 Screen corner check
- 14 Box collision check
- param1: Frame to jump to
- param2: No idea
- param3: Probably blue box index?
- 15 Box collision check (Capture)
- 16 Be affected by scrolling
- 17 Branch according to number of hits within animation
- 18 Check main/trunk animation and jump.
- 19 Projectile box col check. (Reflection)
- 20 Box collision check 2
- 21 Opponent's character number check
- param1: Frame to jump to
- param2: Character id (probably the list in charaselect.txt)
- 0 Sion
- 8 Miyako
- 22 BG number check (Unused?)
- 23 BG type check (Unused?)
- 24 Projectile flag check
- 25 Variable comparison
- param1: Frame to jump to
- param2: Variable id
- param3: Value to compare
- param4: Type of check??
- 0 Greater than
- 1 Less than
- 2 Equal to
- 26 Check lever and change vector
- 27 Branch when parent gets hurt
- param1: Frame/Pattern to jump to
- param2: 0 Pattern, 1 Frame
- param3: Flags. Only when getting thrown if 0.
- bit 0 When getting thrown
- bit 1 When getting hurt
- bit 2 When blocking
- 28 Jump if knocked out
- 29 Check X pos in screen and jump (Unused?)
- 30 Facing direction check
- 31 Change variable on command input
- 32 Jump if on the CPU side of a CPU battle.
- Possibly an arcade mode thing. Only used by Hime's intro animation.
- param1: ?
- 33 If sound effect is playing
- 34 Homing
- 35 Custom cancel command check, multiple. Can input moves with bit5 on
- param1:
- 0 = always
- 1 = on hit/block
- 2 = only on hit
- 3 = only on block (unused)
- param2-5: can input move id (first parameter) defined in c.txt
- param8: ???
- 36 Meter bar mode check
- 37 Jump according to color selected
- A leftover from Re-Act? The color selected doesn't affect anything.
- param1: pattern to jump to.
- 38 ?
- 39 ?
- 40 ?
- 41 ?
- 42 ?
- 50 Effect reflection box. (Unused?)
- 51 ?
- 52 Throw check
- param 1: frame to jump to if the throw is successful
- param 2: if 1, it's an air throw.
- param 3: Frame to jump to if the airthrow is part of a combo
- 53 ?
- 54 ?
- 55 ?
- 60 ?
- 70 ?
- 100 ?
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