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Significant Frame Numbers - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7) +--- Forum: Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=11) +---- Forum: Tutorials (https://lf-empire.de/forum/forumdisplay.php?fid=12) +---- Thread: Significant Frame Numbers (/showthread.php?tid=11118) |
Significant Frame Numbers - STM1993 - 11-29-2020 This is a reference page for ALL hardcoded frame numbers, regardless of data type. Catching/Picked_Caught/Throw_Lying_Man is actually not hardcoded. Let me know if I missed out anything that is frame specific. ID Specific - excluding broken_weapon fragments. id6, fr300 onwards = LouisEX transform's HP Lock. Yes, it is tied to a frame, not to the actual DJA input. id51, fr290 = Fusion. id200, fr50-59 = Healball lures <50% darkHP teammates. fr60-69 = JohnShield's effect on enemy AI(repel & prevent weapon pickup). id209, fr40 = energyBalls converted into iceballs will go to this frame. id211, type3_hitFa13 always spawns fr50(grdfire) and fr109(exp). id212, fr150-159 = Whirlwind's effect on AI. type3_hitFa13 always spawns fr100(icicles). id212, all frame numbers ending in 0(eg: 0,10,20,...380,390) will be able to hit allied icicles despite being type3. id221, fr81 = spawned from type3_hit_Fa13. id998, fr0,2,4,6 = come/stay/move/join respectively. id999, fr101 = lands on this frame. frame 0 = THE default frame; extremely important. st8xxx, cpoint injury -1, finish drinking, invisible, catch interrupt, weaponDropFromSky etc... all will return here. 5-8 = Walking Loop. 9-11 = Running Loop. Type0 spawned in Stage without indicating act: will default to 9. 12-15 = Walking(heavy) Loop. 12 is the heavy default. 10 = state3000 upon hitting something. 0-5 = wpoint kind3 will drop its weapon in one of these 6 frames at random. Also heavy_weapon sky frames. 0-15 = weapons that get hit, or dropped by state10/12, or state1002 hitting something(gains dvx-2,dvy-2) will go to one of these 16 frames at random. Linked to 40-55 for throwables/drinks. heavy_weapon dropped by flute/shield also goes to these set of frames(resulting in occasional bugs). 1-2 & 3-4 = used by type3_hitFa2 dennis chase. 0-9 & 50-59 = used by type3_hitFa14 skull chase. 16-18 = Running(heavy) Loop. 19 = heavy_stoprun. 20 = normal_weapon_attack, Type3 upon taking a hit. Landing frame for Type2. 25 = normal_weapon_attack2. 30 = jump_weapon_attack, Type3 upon getting rebounded. 35 = run_weapon_attack. 40 = dash_weapon_attack. wpoint dvx/dvy weaponthrow always sends weapon to this frame. type3 hit_Fa7 spawns this frame as a tail. state 3005 getting hit by itr kind 9 will go to this frame as well. 45 = light_weapon_throw 50 = heavy_weapon_throw 52 = sky_weapon_throw 55 = drinking 40-55 = Linked to 0-15 for throwables/drinks. 60 = punch. landing frame for light weapons & type3(hitFa7). 65 = punch2. 70 = superpunch. also landing frame for light weapons. 80 = jump_attack 85 = run_attack 90 = dash_attack 94 = landing frame for state100 on Type0 only. 100 = rowing. 102 = Rolling. 108 = rowing_back. 110 = Defend. Can change direction. 111 = getting hit while in 110. 112 = broken_defend. Firen & Freeze will actually enter these frames upon de-fusing, but one of them will be in midair for some reason. 115 = picking light weapon via ik2. 116 = picking heavy weapon via ik2. 180/186 = fall(61-80) && yspeed -10 or lower. Always goes here if hit by physical attacks while in state13. Please note that type3 can enter these frames if they get sent to fall80 EXACTLY. 181/187 = yspeed >-10. Cpoint released by "decrease" goes t0 181 with dvx2/dvy-2. 182/188 = yspeed >0 (can flip) 183/189 = yspeed >6 184/190 = unused, but has trajectory detection. 185/191 = bounce(dvx2,dvy-2) upon landing if xspeed >10 or yspeed >1. 200-201 = Frozen. Also generates ice particles. Immune to itr effect 30 (yes, its tied to frames, not state 13). 202 = Grants 20tu of blinking timer! (compared to 15tu for state14 blinking) 203-204 = Burning while dvy <0. Hardcoded trajectory detection & landing frame on state18. 205-206 = Burning while dvy >0. Hardcoded trajectory detection & landing frame on state18. 210 = Default Jump input. 212 = state0/next999 goes here if in midair. Using next212 will automatically trigger jump. Lands in frame215 instead of 219. If victim in cpoint kind 2 stops being grabbed, he is released into this frame with dvy-2. 213 = dash(forward). state5 automatically goes here if you have any form of dvx. 214 = dash(backward). state5 automatically goes here if you have any form of -dvx. 215 = type0 will land here if they are in frame212 or have state6. Has dvz determined by dash_distancez. Can press D=roll, J=dash. 218 = stop_run. 219 = default landing frame for type0. This is also used when "I join you" happens, with a longer wait duration. 220 = injury(fall1-20) 222 = injury(fall21-40) or midair fall1-20, front. 224 = injury(fall21-40) or midair fall1-20, back. 226 = stun(fall41-60) 230 = lying(front) 231 = lying(back) 245 = transformBack frame if you untransform from Rudolf's DJA(cpoint injury -1). 399 = no special property, but this is the highest frame number possible per data file. |