Table #
1. Input Table #
Description: Defines various inputs that can be used in the Tekken automation script, including movement and combo actions.
Values:
- UP:
0x00000001- Move Up - DOWN:
0x00000002- Move Down - BACK:
0x00000004- Move Backward - FORWARD:
0x00000008- Move Forward - L_HAND:
0x00004000- Left Hand Action - R_HAND:
0x00008000- Right Hand Action - L_KICK:
0x00001000- Left Kick Action - R_KICK:
0x00002000- Right Kick Action - L_B:
0x00000200- Left Block Action
2. InputType Table #
Description: Defines types of input events that can be used to interact with the game.
Values:
- KEY_DOWN:
0- Key Pressed Down - KEY_UP:
1- Key Released - KEY_PRESS:
2- Key Pressed
3. Keys Table #
Description: Maps keyboard keys to their corresponding virtual key codes.
Values:
- A:
65- A key - B:
66- B key - C:
67- C key - D:
68- D key - E:
69- E key - F:
70- F key - G:
71- G key - H:
72- H key - I:
73- I key - J:
74- J key - K:
75- K key - L:
76- L key - M:
77- M key - N:
78- N key - O:
79- O key - P:
80- P key - Q:
81- Q key - R:
82- R key - S:
83- S key - T:
84- T key - U:
85- U key - V:
86- V key - W:
87- W key - X:
88- X key - Y:
89- Y key - Z:
90- Z key
4. InputDirectionCodes Table #
Description: Defines direction codes for movement inputs.
Values:
- NA:
0- No Direction - N:
0x20- North - u:
0x100- Up - ub:
0x80- Up-Back - uf:
0x200- Up-Forward - f:
0x40- Forward - b:
0x10- Back - d:
4- Down - df:
8- Down-Forward - db:
2- Down-Back
5. InputAttackCodes Table #
Description: Defines attack codes for various inputs.
Values:
- N:
0- No Attack - x1:
512- Attack Code x1 - x2:
1024- Attack Code x2 - x3:
2048- Attack Code x3 - x4:
4096- Attack Code x4 - x1x2:
1536- Attack Code x1 + x2 - x1x3:
2560- Attack Code x1 + x3 - x1x4:
4608- Attack Code x1 + x4 - x2x3:
3072- Attack Code x2 + x3 - x2x4:
5120- Attack Code x2 + x4 - x3x4:
6144- Attack Code x3 + x4 - x1x2x3:
3584- Attack Code x1 + x2 + x3 - x1x2x4:
5632- Attack Code x1 + x2 + x4 - x1x3x4:
6656- Attack Code x1 + x3 + x4 - x2x3x4:
7168- Attack Code x2 + x3 + x4 - x1x2x3x4:
7680- Attack Code x1 + x2 + x3 + x4 - xRAGE:
8192- Rage Attack
6. AttackType Table #
Description: Defines types of attacks in the game.
Values:
- ANTIAIR_ONLY:
11- Attack that only affects airborne opponents - THROW:
10- Attack that works during a throw animation - LOW_UNBLOCKABLE:
9- Attack that cannot be blocked low - HIGH_UNBLOCKABLE:
8- Attack that cannot be blocked high - MID_UNBLOCKABLE:
7- Attack that cannot be blocked mid - UNKNOWN:
6- Unknown attack type - HIGH:
5- High attack type - SMID:
4- Special mid attack type - PROJ:
3- Projectile attack type - MID:
2- Mid attack type - LOW:
1- Low attack type - NA:
0- Non-attack type
7. SimpleMove Table #
Description: Defines various simple move states for characters.
Values:
- UNINITIALIZED:
0- Move state uninitialized - STANDING_FORWARD:
1- Moving forward while standing - STANDING_BACK:
2- Moving backward while standing - STANDING:
3- Standing state - STEVE:
4- Steve - CROUCH_FORWARD:
5- Moving forward while crouching - CROUCH_BACK:
6- Moving backward while crouching - CROUCH:
7- Crouching state - UNKNOWN_TYPE_9:
9- Unknown type - GROUND_FACEUP:
12- Grounded face-up state - GROUND_FACEDOWN:
13- Grounded face-down state - JUGGLED:
14- Juggled state - KNOCKDOWN:
15- Knockdown state - OFF_AXIS_GETUP:
8- Off-axis getup - UNKNOWN_10:
10- Unknown type - UNKNOWN_GETUP_11:
11- Unknown getup - WALL_SPLAT_18:
18- Wall splat state - WALL_SPLAT_19:
19- Wall splat state - TECH_ROLL_OR_FLOOR_BREAK:
20- Tech roll or floor break - UNKNOWN_23:
23- Unknown type - AIRBORNE_24:
24- Airborne state - AIRBORNE:
25- Airborne state - AIRBORNE_26:
26- Airborne state - FLY:
27- Fly state
8. ComplexMove Table #
Description: Defines complex move states and behaviors.
Values:
F_MINUS:
0- Represents empty state and attack startupS_PLUS:
1- TrackingS:
2- Tracking, usually with a screwA:
3- Realigns if paused before throwUN04:
4- Extremely rare moveC_MINUS:
5- Realigning, either worse than C or slightly betterA_PLUS:
6- Very good realignmentC:
7- Worse realignment than AEND1:
10- After startupBLOCK:
11- In defenseWALK:
12- Used for dashing and walkingSIDEROLL_GETUP:
13- Happens after rolling sidewaysSIDEROLL_STAYDOWN:
14- Side roll stay downSS:
15- Side step left or rightT:
16- Low, high, or mid throwC_MINUS_22:
22- Realignment very unlikelyUNKNOWN_TYPE_28:
28- Unknown type