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