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==Mbtl exclusive states== | ==Mbtl exclusive states== | ||
60 - Grab Tech animation | |||
61 - Air Grab Tech animation | |||
75 - Heat startup animation | |||
76 - Heat release animation | |||
77 - Heat end animation (Air state) | |||
78 - Heat end animation (On the ground) | |||
80 - Standing Shield | |||
81 - Crouching Shield | |||
82 - Air Shield | |||
87 - Air Dash Forward | |||
88 - Air Backdash | |||
91 - Animation that occurs after a launcher move hits (EG: 3C) | |||
94-98 - Shield interactions | |||
131 - Rapid Beat launcher move / 3C | |||
{{Navbox-MFPG}} | {{Navbox-MFPG}} | ||
[[Category:Modding French Bread Games]] | [[Category:Modding French Bread Games]] |
Revision as of 05:28, 12 January 2024
What are these patterns for???
Patterns in Hantei-Kun files are basically the way to hold animation and state data. Think animations in mugen but with more buttons to mess with things and slightly less text. Go to the HA6 page for more info about the file itself.
There are preset states for a lot of patterns, this page is basically here to just document what they are (ilbeit written poorly).
Note: All these preset states can be altered to different allocations in the Define.Txt file. Generally though you should keep them the same but you can also add your own preset pattern numbers if you intend to create a general state. (Also define will just tell you what number the patterns are for def patterns.
Universal States
000 - Standing Animation. Frame ID 512 is where taunt starts
001-003 - Standing normals A, B and C respectively.
004-006 - Crouching normals A, B and C respectively.
007-009 - Aerial normals A, B and C respectively.
010-011 - Walking forwards and backwards respectively. If AF Param 0 is set to 10 it will call a footstep sound effect (not in dfci). Frame ID 256 is the frame that will be jumped to when you're done walking.
012-014 - Enter crouch, crouching, and leaving crouch respectively.
015-016 - Standing and crouching turn.
017-019 - Standing, crouching and aerial blocking respectively.
020-023 - Falling and Landing. Latter two are used for being unable to cancel into another move. Not explicitly set for these, more so a standard state used for whatever reason.
027 - GUKemi_0 (Aerial wakeup?)
030-033 - GUkemi_N, B, 0, and 4 respectively. More wakeup states? 033 is the only one of the 4 in dfci. All 4 are either unused or replaced by another state in mbtl.
035-037 - Forward, neutral, and backwards pre-jump respectively. In uni its the entire jump animation, not just pre-jump.
038-040 - Forward, neutral, and backwards jump respectively. In uni these are only used for double jump animations.
043 - Forward dashing animation. Uni uses 045 for both this one and 044 combined
044 - End of forward dash. Basically the little stop animation before going back to standing
046 - Backwards dashing animation. Sometimes if the devs felt like it and the back dash went aerial, it'll land to 047.
050-051 - Round start animations. Since the system changed in mbtl, these are unused there.
052-053 - Round win and match win animations respectively. Since the system changed in mbtl, these are unsused there. In uni, be sure to call effect type 6 with number 255 to call the winner screen.
055-057 - Throw startup, wait time, and attack respectively. Wait time is the time the opponent is able to tech. Since throw is 4C/6C in dfci, 055 goes unused there.
Hitstun States For Uni and Dfci
Note: these names are a bit stupid but I tried my best to describe them. They may be a bit inaccurate, best way to know is to look for yourself.
290-291 - HKD backwards and forwards respectively. Dfci only uses 290
292 - HKD forward but the frame length is slightly longer. (Unused?)
293 - Wakeup from backwards HKD.
300-302 - Hitstun for head, gut, and crouching with the least amount of time in the animation.
303-305 - Hitstun for head, gut, and crouching with the second least amount of time in the animation.
306-308 - Hitstun for head, gut, and crouching with the most amount of time in the animation.
320, 324, and 330 - All uppercut falling animations, only difference is 324 doesn't have the moving up part of the animation.
350-352 - Landing from aerial hitstun states.
Uni exclusive states
060 - Guard Thrust
067-069 - Assault (6D) states. 067 is when opponent is close, 068 is when they're far or it's an aerial assault, and 069 is landing from assault.
248 - Time out animation.
260 - Veil Off.
261 - Concentration.
262 - Chain Link.
312-313 - Grounded and aerial trip hitstun states.
326 - Another trip state(?)
327-328 - Crumple animations. 327 is the on knees part, 328 is the falling on face part.
333-334 - Diagonal and vertical spin hitstun states.
348 - Wall bound animation. Used for bouncing off a wall and also Orie's IWEX
402-403 - Dashing B and C attacks.
412 - Grab tech animation.
997 - Ex skill cutin.
998 - IW cutin.
999 - IWEX cutin.
Dfci exclusive states
Note: most dfci states arent tied to a specific pattern number, but instead have a specific code name. I'll put those down instead when needed
060 - Grab tech animation.
CallSupport, CallSupportEnd - Calling support animation. CallSupportEnd is recovery.
Sousai4, Sousai4_Add - 4AB animation. Sousai4 is the overhead and Sousai4_Add is the follow up.
BurstWait, BurstLoop, BurstFall - Burst animations. BurstWait is startup, BurstLoop is active, BurstFall is recovery.
Kirifuda - Trump Card animation.
Sousai - 5AB animation.
Sousai2 - 2AB animation.
334-336 - Vertical, horizontal, and grounded spin hitstun animation.
341 - Turning into a basketball.
342-343 - Being a silly little basketball.
344 - Leaving basketball.
Mbtl exclusive states
60 - Grab Tech animation
61 - Air Grab Tech animation
75 - Heat startup animation
76 - Heat release animation
77 - Heat end animation (Air state)
78 - Heat end animation (On the ground)
80 - Standing Shield
81 - Crouching Shield
82 - Air Shield
87 - Air Dash Forward
88 - Air Backdash
91 - Animation that occurs after a launcher move hits (EG: 3C)
94-98 - Shield interactions
131 - Rapid Beat launcher move / 3C