Introduction #

The "Tekken Auto Script SDK" is a specialized automation script tool developed for the Tekken series of games. It allows users to create custom scripts that automate various in-game actions, thereby enhancing the gaming experience. The SDK provides a rich set of API interfaces, covering everything from basic attacks to advanced combos.

Overview of Features #

The SDK's main features include, but are not limited to:

  • Automated Attack Operations: Execute specific attack moves automatically through scripting.
  • Automated Defensive Counters: Trigger counter-attacks automatically under certain conditions.
  • Dynamic Adjustments: Adjust strategies in real-time based on the opponent's actions.

Easy Sample Script Explanation #

Below is a brief explanation of a sample script file:

return {
    duck_whiff_punish = function(self, enemy, frames)
        print("duck_whiff_punish:" .. frames)
        -- duck whiff punish 13 frames below
        if frames < 13 then
            
            executeMacro(0, Input.L_HAND, 3, InputType.KEY_PRESS)
            executeMacro(0, Input.R_HAND, 3, InputType.KEY_PRESS)
            return
        end
    end,
    air_counters = function(self, enemy, frames)
    end,
    high_counters = function(self, enemy, frames)
    end,
    low_counters = function(self, enemy, frames)
    end,
    mid_counters = function(self, enemy, frames)
    end,
    onAttackCounter = function(self, enemy, frames)
    end,
    onAttackSuccess = function(self, enemy, frames)
    end,
    OnInitAttackProc = function(self, enemy, frames)
        print("Default ID:" .. enemy.move_id, self.char_id)
    end
}

Key Functions #

  1. duck_whiff_punish:

    • Handles punishing an opponent's whiffed (missed) attack. If the opponent's move frame count is less than 13, it executes a specific combo attack.
  2. OnInitAttackProc:

    • Initializes the attack processing function, called at the start of each attack move. It outputs the default ID of the opponent's move and the character ID.
  3. Other functions such as air_counters, high_counters, low_counters, etc., are placeholders for defensive counter interfaces. Developers can extend and implement these based on actual needs.