User:Toomai/Reading moveset data (SSB4): Difference between revisions

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|9245E1A8||End Hitboxes||colspan=3|
|9245E1A8||End Hitboxes||colspan=3|
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|rowspan=11 valign="top"|7B48FE1C||rowspan=11 valign="top"|Grab||Int||ID||
|rowspan=9 valign="top"|1EAF840C||rowspan=9 valign="top"|Grab||Int||ID||
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|Int||Bone||
|Int||Bone||
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|Int||Ground/air||""
|Int||Ground/air||""
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|Int||I9||???
|Int||I8||???
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|Float||F10||???
|rowspan=4 valign="top"|7B48FE1C||rowspan=4 valign="top"|Extended Grab||colspan=3|Same as Extended Hitbox: has 3 extra stretch params (though it's also missing the last mystery int). 11 params total.
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|Float||F11||???
|Float||X stretch||
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|Float||Y stretch||
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|Float||Z stretch||
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|F3A464AC||End Grabs||colspan=3|
|F3A464AC||End Grabs||colspan=3|

Revision as of 18:10, May 29, 2017

A guide for people to help with the SW:MSP. Ask on the talk page if something seems wrong, missing, or needs a better explanation.

Assumptions:

  1. You already have the required files.
  2. You understand basic ints and floats.

SSB4 moveset commands

Identifier Name Params
42ACFE7D On Float Frames
4B7B6E51 Wait Float Frames
0EB375E3 Begin Loop Int Iterations -1 = infinite
97CAF05A End Loop
9126EBA2 Subroutine Pointer Value
7172A764 Frame Speed Multiplier Float Speed 0.5 = double speed, 2.0 = half speed
B738EABD Hitbox Int ID The ID of the hitbox. A new hitbox with the same ID as an existing hitbox acts as "replace without allowing the new one to hit if the old one already has".
Int Part How this operates in general is tricky to explain. The idea is that it lets a hitbox connect even if it normally wouldn't because the target was already hit by the attack earlier, if the target is hit by a hitbox of higher part.
Int Bone The ID of the bone the hitbox is attached to.
Float Damage
Int Angle 0x169 = 361 = Sakurai angle. Very good way for data miners to figure out moveset data in the first place.
Int Knockback scaling
Int Fixed knockback value
Int Base knockback
Float Radius
Float X offset
Float Y offset
Float Z offset
Int Effect
  • 0 = Normal
  • 1 = Inert
  • 2 = Slash
  • 3 = Electric
  • 4 = Freezing
  • 5 = Flame
  • 6 = Coin
  • 7 = Reverse
  • 8 = Slip
  • 9 = Sleep
  • 11 = Bury
  • 12 = Stun
  • 14 = Flower
  • 16 = Obliviate
  • 17 = Grass
  • 18 = Water
  • 19 = Darkness
  • 20 = Paralyze
  • 21 = Aura
  • 22 = Plunge
  • 24 = Flinchless
  • 25 = Stab
  • 26 = Magic
  • 27,28 = ???, specific to Fox's blaster throws
  • 29 = Solar
  • 30 = ???, specific to Duck Hunt's can, Light Arrow/Dark Pit Staff, Focus Attack
Float Trip chance e.g. 0.2 = 20%
Float Freeze frames multiplier
Float SDI multiplier
Bool Clang
Bool Rebound
Int Shield damage
Int Sound effect level 0 = S, 1 = M, 2 = L, 3 = H
Int Sound effect type
  • 0 = None
  • 1 = Punch
  • 2 = Kick
  • 3 = Slash
  • 4 = Coin
  • 5 = Bat
  • 6 = Paper
  • 7 = Shock
  • 8 = Burn
  • 9 = Splash
  • 11 = Explosion
  • 13 = Thud
  • 14 = Slam
  • 15 = Thwomp
  • 16 = Magic zap
  • 17 = Shell
  • 18 = Slap
  • 19 = Pan
  • 20 = Club
  • 21 = Racket
  • 22 = Aura
  • 27 = Bat crack
  • 28 = Freeze
  • 30 = Coin 2
  • 31 = Cape
  • 34 = Poke
  • 35 = Pill
  • 43 = Maxaura
Int Ground/air
  • 0 = hits nothing
  • 1 = hits grounded targets only
  • 2 = hits aerial targets only
  • 3 = hits both grounded and aerial targets
  • negative numbers = unclear; a safe assumption for now is to just un-negate them and leave a note in an HTML comment
Bool Direct 0 = indirect, 1 = direct
Int Type
  • 0 = Typeless
  • 1 = Head
  • 2 = Body
  • 3 = Butt
  • 4 = Hand
  • 5 = Elbow
  • 6 = Foot
  • 7 = Knee
  • 8 = Throwing
  • 9 = Weapon
  • 10 = Sword
  • 11 = Hammer
  • 12 = Explosive
  • 13 = Spin
  • 14 = Bite
  • 15 = Magic
  • 16 = PK
  • 17 = Bow
  • 19 = Bat
  • 20 = Umbrella
  • 21 = Pikmin
  • 22 = Water
  • 23 = Whip
  • 24 = Tail
  • 25 = Energy
2988D50F Extended Hitbox First 24 params are same as normal hitbox.
Float X stretch
Float Y stretch
Float Z stretch
14FCC7E4 Special Hitbox First 24 params are same as normal hitbox.
Int I24 Probably hit bits. 90% sure.
Bool I25 0 = hits from all directions, 1 = only hits from in front
Int I26 ???
Int I27 ???
Bool Blockable
Bool Reflectable
Bool Absorbable
Int Rehit rate 0 = doesn't rehit
Int I32 ???
Int I33 ???
Int Angle flipper
  • 0,2,5 = standard (away)
  • 1,3 = forwards
  • 4 = backwards
Int I35 ???
Int I36 ???
Int I37 ???
Int I38 ???
Int I39 ???
Int I40 ???
7075DC5A Extended Special Hitbox Combines all the params of Special Hitbox except for I40, followed by the three stretch params of Extended Hitbox. 43 params total.
FF379EB6 Delete Hitbox Int ID The hitbox ID to delete.
9245E1A8 End Hitboxes
1EAF840C Grab Int ID
Int Bone
Float Radius
Float X offset
Float Y offset
Float Z offset
Int Action The action for the grabbed opponent to enter (normally the "I got grabbed" action, but differs for special moves).
Int Ground/air ""
Int I8 ???
7B48FE1C Extended Grab Same as Extended Hitbox: has 3 extra stretch params (though it's also missing the last mystery int). 11 params total.
Float X stretch
Float Y stretch
Float Z stretch
F3A464AC End Grabs
DF057B20
FAA85333
Throw Specifier Int ID
  • 0 = The throw itself.
  • 1 = The "throw" used if the opponent escapes.
Int I1 Currently unknown.
Int Damage
Int Angle
Int Knockback scaling
Int Fixed knockback value
Int Base knockback
Int Effect ""
Float Trip chance? These are currently best guesses.
Float Freeze frames multiplier?
Float SDI multiplier?
Int Sound effect level ""
Int Sound effect type ""
Int I13
Int I14
Int I15
Int Type ""
D8DF1DCC Throw Applier Does the most recently-specified ID=0 throw. Has 5 params; they don't seem to matter much.
606717F5 Allow Interrupt
F13BFE8D Bone Status Int Bone
Int Status 0 = vulnerable, 1 = invincible, 2 = intangible